Structurize object info.
This commit is contained in:
parent
8fe07c8bf3
commit
eebc87f889
7 changed files with 190 additions and 186 deletions
206
actions.c
206
actions.c
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@ -34,7 +34,7 @@ static phase_codes_t attack(command_t command)
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obj = SNAKE;
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++changes;
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}
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if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
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if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
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obj = DRAGON;
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++changes;
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}
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@ -46,7 +46,7 @@ static phase_codes_t attack(command_t command)
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obj = OGRE;
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++changes;
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}
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if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
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if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
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obj = BEAR;
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++changes;
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}
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@ -83,13 +83,13 @@ static phase_codes_t attack(command_t command)
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}
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if (obj == VEND) {
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state_change(VEND,
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game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
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game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
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return GO_CLEAROBJ;
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}
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if (obj == BEAR) {
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switch (game.prop[BEAR]) {
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switch (game.objects[BEAR].prop) {
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case UNTAMED_BEAR:
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rspeak(BEAR_HANDS);
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break;
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@ -105,7 +105,7 @@ static phase_codes_t attack(command_t command)
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}
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return GO_CLEAROBJ;
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}
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if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
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if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
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/* Fun stuff for dragon. If he insists on attacking it, win!
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* Set game.prop to dead, move dragon to central loc (still
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* fixed), move rug there (not fixed), and move him there,
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@ -116,7 +116,7 @@ static phase_codes_t attack(command_t command)
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return GO_MOVE;
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}
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state_change(DRAGON, DRAGON_DEAD);
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game.prop[RUG] = RUG_FLOOR;
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game.objects[RUG].prop = RUG_FLOOR;
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/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
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* The way it was computed before was worse; it depended on the
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* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
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@ -128,8 +128,8 @@ static phase_codes_t attack(command_t command)
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move(RUG, LOC_SECRET5);
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drop(BLOOD, LOC_SECRET5);
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for (obj_t i = 1; i <= NOBJECTS; i++) {
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if (game.place[i] == objects[DRAGON].plac ||
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game.place[i] == objects[DRAGON].fixd)
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if (game.objects[i].place == objects[DRAGON].plac ||
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game.objects[i].place == objects[DRAGON].fixd)
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move(i, LOC_SECRET5);
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}
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game.loc = LOC_SECRET5;
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@ -210,15 +210,16 @@ static phase_codes_t bigwords(vocab_t id)
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return GO_CLEAROBJ;
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}
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game.foobar = WORD_EMPTY;
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if (game.place[EGGS] == objects[EGGS].plac ||
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if (game.objects[EGGS].place == objects[EGGS].plac ||
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(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
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rspeak(NOTHING_HAPPENS);
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return GO_CLEAROBJ;
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} else {
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
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game.prop[TROLL] = TROLL_PAIDONCE;
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if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE
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&& game.objects[TROLL].prop == TROLL_UNPAID)
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game.objects[TROLL].prop = TROLL_PAIDONCE;
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if (HERE(EGGS))
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pspeak(EGGS, look, true, EGGS_VANISHED);
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else if (game.loc == objects[EGGS].plac)
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@ -243,7 +244,7 @@ static phase_codes_t bigwords(vocab_t id)
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static void blast(void)
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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{
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if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed)
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if (game.objects[ROD2].prop == STATE_NOTFOUND || !game.closed)
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rspeak(REQUIRES_DYNAMITE);
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else {
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if (HERE(ROD2)) {
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@ -273,11 +274,11 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj)
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break;
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}
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case VASE:
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if (game.prop[VASE] == VASE_WHOLE) {
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if (game.objects[VASE].prop == VASE_WHOLE) {
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if (TOTING(VASE))
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drop(VASE, game.loc);
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state_change(VASE, VASE_BROKEN);
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game.fixed[VASE] = IS_FIXED;
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game.objects[VASE].fixed = IS_FIXED;
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break;
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}
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/* FALLTHRU */
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@ -321,20 +322,20 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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if (game.fixed[obj] != IS_FREE) {
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if (game.objects[obj].fixed != IS_FREE) {
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switch (obj) {
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case PLANT:
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/* Next guard tests whether plant is tiny or stashed */
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rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
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rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
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break;
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case BEAR:
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rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
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rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
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break;
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case CHAIN:
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rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
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rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
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break;
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case RUG:
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rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
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rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
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break;
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case URN:
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rspeak(URN_NOBUDGE);
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@ -360,7 +361,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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rspeak(NO_CONTAINER);
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return GO_CLEAROBJ;
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}
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if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
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if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
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return (fill(verb, BOTTLE));
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} else
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rspeak(BOTTLE_FULL);
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@ -375,8 +376,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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}
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if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
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if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
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if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
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if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
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DESTROY(BIRD);
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rspeak(BIRD_CRAP);
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return GO_CLEAROBJ;
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@ -389,10 +390,10 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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rspeak(BIRD_EVADES);
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return GO_CLEAROBJ;
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}
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game.prop[BIRD] = BIRD_CAGED;
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game.objects[BIRD].prop = BIRD_CAGED;
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}
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if ((obj == BIRD || obj == CAGE) &&
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(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
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(game.objects[BIRD].prop == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
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/* expression maps BIRD to CAGE and CAGE to BIRD */
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carry(BIRD + CAGE - obj, game.loc);
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}
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@ -400,11 +401,11 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
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carry(obj, game.loc);
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if (obj == BOTTLE && LIQUID() != NO_OBJECT)
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game.place[LIQUID()] = CARRIED;
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game.objects[LIQUID()].place = CARRIED;
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if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
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game.prop[obj] = STATE_FOUND;
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game.prop[CAVITY] = CAVITY_EMPTY;
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if (GSTONE(obj) && game.objects[obj].prop != STATE_FOUND) {
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game.objects[obj].prop = STATE_FOUND;
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game.objects[CAVITY].prop = CAVITY_EMPTY;
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}
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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@ -414,36 +415,36 @@ static int chain(verb_t verb)
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/* Do something to the bear's chain */
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{
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if (verb != LOCK) {
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if (game.prop[BEAR] == UNTAMED_BEAR) {
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if (game.objects[BEAR].prop == UNTAMED_BEAR) {
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rspeak(BEAR_BLOCKS);
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return GO_CLEAROBJ;
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}
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if (game.prop[CHAIN] == CHAIN_HEAP) {
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if (game.objects[CHAIN].prop == CHAIN_HEAP) {
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rspeak(ALREADY_UNLOCKED);
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return GO_CLEAROBJ;
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}
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game.prop[CHAIN] = CHAIN_HEAP;
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game.fixed[CHAIN] = IS_FREE;
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if (game.prop[BEAR] != BEAR_DEAD)
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game.prop[BEAR] = CONTENTED_BEAR;
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game.objects[CHAIN].prop = CHAIN_HEAP;
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game.objects[CHAIN].fixed = IS_FREE;
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if (game.objects[BEAR].prop != BEAR_DEAD)
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game.objects[BEAR].prop = CONTENTED_BEAR;
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switch (game.prop[BEAR]) {
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switch (game.objects[BEAR].prop) {
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// LCOV_EXCL_START
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case BEAR_DEAD:
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/* Can't be reached until the bear can die in some way other
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* than a bridge collapse. Leave in in case this changes, but
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* exclude from coverage testing. */
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game.fixed[BEAR] = IS_FIXED;
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game.objects[BEAR].fixed = IS_FIXED;
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break;
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// LCOV_EXCL_STOP
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default:
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game.fixed[BEAR] = IS_FREE;
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game.objects[BEAR].fixed = IS_FREE;
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}
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rspeak(CHAIN_UNLOCKED);
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return GO_CLEAROBJ;
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}
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if (game.prop[CHAIN] != CHAIN_HEAP) {
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if (game.objects[CHAIN].prop != CHAIN_HEAP) {
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rspeak(ALREADY_LOCKED);
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return GO_CLEAROBJ;
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}
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@ -452,11 +453,11 @@ static int chain(verb_t verb)
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return GO_CLEAROBJ;
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}
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game.prop[CHAIN] = CHAIN_FIXED;
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game.objects[CHAIN].prop = CHAIN_FIXED;
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if (TOTING(CHAIN))
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drop(CHAIN, game.loc);
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game.fixed[CHAIN] = IS_FIXED;
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game.objects[CHAIN].fixed = IS_FIXED;
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rspeak(CHAIN_LOCKED);
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return GO_CLEAROBJ;
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@ -476,12 +477,12 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
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if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) {
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rspeak(GEM_FITS);
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game.prop[obj] = STATE_IN_CAVITY;
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game.prop[CAVITY] = CAVITY_FULL;
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if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
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(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
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game.objects[obj].prop = STATE_IN_CAVITY;
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game.objects[CAVITY].prop = CAVITY_FULL;
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if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
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(obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
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if (obj == RUBY)
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rspeak(RUG_SETTLES);
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else if (TOTING(RUG))
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@ -489,8 +490,8 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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else
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rspeak(RUG_RISES);
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if (!TOTING(RUG) || obj == RUBY) {
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int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
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game.prop[RUG] = k;
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int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
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game.objects[RUG].prop = k;
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if (k == RUG_HOVER)
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k = objects[SAPPH].plac;
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move(RUG + NOBJECTS, k);
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@ -510,7 +511,7 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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if (LIQUID() == obj)
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obj = BOTTLE;
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if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
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game.place[LIQUID()] = LOC_NOWHERE;
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game.objects[LIQUID()].place = LOC_NOWHERE;
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}
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if (obj == BEAR && AT(TROLL)) {
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@ -529,19 +530,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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state_change(VASE, AT(PILLOW)
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? VASE_WHOLE
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: VASE_DROPPED);
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if (game.prop[VASE] != VASE_WHOLE)
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game.fixed[VASE] = IS_FIXED;
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if (game.objects[VASE].prop != VASE_WHOLE)
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game.objects[VASE].fixed = IS_FIXED;
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drop(obj, game.loc);
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return GO_CLEAROBJ;
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}
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}
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if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
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if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
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drop(BIRD, game.loc);
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}
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if (obj == BIRD) {
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if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
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if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
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rspeak(BIRD_BURNT);
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DESTROY(BIRD);
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return GO_CLEAROBJ;
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@ -552,11 +553,11 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
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return GO_DWARFWAKE;
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DESTROY(SNAKE);
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/* Set game.prop for use by travel options */
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game.prop[SNAKE] = SNAKE_CHASED;
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game.objects[SNAKE].prop = SNAKE_CHASED;
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} else
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rspeak(OK_MAN);
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game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
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game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
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drop(obj, game.loc);
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return GO_CLEAROBJ;
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}
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@ -587,7 +588,7 @@ static phase_codes_t drink(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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if (LIQUID() == WATER && HERE(BOTTLE)) {
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game.place[WATER] = LOC_NOWHERE;
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game.objects[WATER].place = LOC_NOWHERE;
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state_change(BOTTLE, EMPTY_BOTTLE);
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return GO_CLEAROBJ;
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}
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@ -630,9 +631,9 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj)
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/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
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{
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if (obj == INTRANSITIVE) {
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if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
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if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT)
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obj = LAMP;
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if (HERE(URN) && game.prop[URN] == URN_LIT)
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if (HERE(URN) && game.objects[URN].prop == URN_LIT)
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obj = URN;
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if (obj == INTRANSITIVE)
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return GO_UNKNOWN;
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@ -640,7 +641,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj)
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switch (obj) {
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case URN:
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if (game.prop[URN] != URN_EMPTY) {
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if (game.objects[URN].prop != URN_EMPTY) {
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state_change(URN, URN_DARK);
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} else {
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pspeak(URN, change, true, URN_DARK);
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@ -671,7 +672,7 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
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rspeak(BIRD_PINING);
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break;
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case DRAGON:
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if (game.prop[DRAGON] != DRAGON_BARS)
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if (game.objects[DRAGON].prop != DRAGON_BARS)
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rspeak(RIDICULOUS_ATTEMPT);
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else
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rspeak(NOTHING_EDIBLE);
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@ -694,15 +695,15 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
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speak(actions[verb].message);
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break;
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case BEAR:
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if (game.prop[BEAR] == BEAR_DEAD) {
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if (game.objects[BEAR].prop == BEAR_DEAD) {
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rspeak(RIDICULOUS_ATTEMPT);
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break;
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}
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if (game.prop[BEAR] == UNTAMED_BEAR) {
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if (game.objects[BEAR].prop == UNTAMED_BEAR) {
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if (HERE(FOOD)) {
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DESTROY(FOOD);
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game.fixed[AXE] = IS_FREE;
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game.prop[AXE] = AXE_HERE;
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game.objects[AXE].fixed = IS_FREE;
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game.objects[AXE].prop = AXE_HERE;
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state_change(BEAR, SITTING_BEAR);
|
||||
} else
|
||||
rspeak(NOTHING_EDIBLE);
|
||||
|
@ -736,14 +737,14 @@ phase_codes_t fill(verb_t verb, obj_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
rspeak(SHATTER_VASE);
|
||||
game.prop[VASE] = VASE_BROKEN;
|
||||
game.fixed[VASE] = IS_FIXED;
|
||||
game.objects[VASE].prop = VASE_BROKEN;
|
||||
game.objects[VASE].fixed = IS_FIXED;
|
||||
drop(VASE, game.loc);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
if (obj == URN) {
|
||||
if (game.prop[URN] != URN_EMPTY) {
|
||||
if (game.objects[URN].prop != URN_EMPTY) {
|
||||
rspeak(FULL_URN);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
@ -754,12 +755,12 @@ phase_codes_t fill(verb_t verb, obj_t obj)
|
|||
int k = LIQUID();
|
||||
switch (k) {
|
||||
case WATER:
|
||||
game.prop[BOTTLE] = EMPTY_BOTTLE;
|
||||
game.objects[BOTTLE].prop = EMPTY_BOTTLE;
|
||||
rspeak(WATER_URN);
|
||||
break;
|
||||
case OIL:
|
||||
game.prop[URN] = URN_DARK;
|
||||
game.prop[BOTTLE] = EMPTY_BOTTLE;
|
||||
game.objects[URN].prop = URN_DARK;
|
||||
game.objects[BOTTLE].prop = EMPTY_BOTTLE;
|
||||
rspeak(OIL_URN);
|
||||
break;
|
||||
case NO_OBJECT:
|
||||
|
@ -767,7 +768,7 @@ phase_codes_t fill(verb_t verb, obj_t obj)
|
|||
rspeak(FILL_INVALID);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
game.place[k] = LOC_NOWHERE;
|
||||
game.objects[k].place = LOC_NOWHERE;
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (obj != INTRANSITIVE && obj != BOTTLE) {
|
||||
|
@ -777,7 +778,7 @@ phase_codes_t fill(verb_t verb, obj_t obj)
|
|||
if (obj == INTRANSITIVE && !HERE(BOTTLE))
|
||||
return GO_UNKNOWN;
|
||||
|
||||
if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
|
||||
if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
|
||||
rspeak(URN_NOPOUR);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
@ -794,7 +795,7 @@ phase_codes_t fill(verb_t verb, obj_t obj)
|
|||
? OIL_BOTTLE
|
||||
: WATER_BOTTLE);
|
||||
if (TOTING(BOTTLE))
|
||||
game.place[LIQUID()] = CARRIED;
|
||||
game.objects[LIQUID()].place = CARRIED;
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
|
@ -830,7 +831,7 @@ static phase_codes_t fly(verb_t verb, obj_t obj)
|
|||
rspeak(FLAP_ARMS);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (game.prop[RUG] != RUG_HOVER) {
|
||||
if (game.objects[RUG].prop != RUG_HOVER) {
|
||||
rspeak(RUG_NOTHING2);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
@ -841,7 +842,7 @@ static phase_codes_t fly(verb_t verb, obj_t obj)
|
|||
speak(actions[verb].message);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (game.prop[RUG] != RUG_HOVER) {
|
||||
if (game.objects[RUG].prop != RUG_HOVER) {
|
||||
rspeak(RUG_NOTHING1);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
@ -890,11 +891,11 @@ static phase_codes_t light(verb_t verb, obj_t obj)
|
|||
{
|
||||
if (obj == INTRANSITIVE) {
|
||||
int selects = 0;
|
||||
if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
|
||||
if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) {
|
||||
obj = LAMP;
|
||||
selects++;
|
||||
}
|
||||
if (HERE(URN) && game.prop[URN] == URN_DARK) {
|
||||
if (HERE(URN) && game.objects[URN].prop == URN_DARK) {
|
||||
obj = URN;
|
||||
selects++;
|
||||
}
|
||||
|
@ -904,7 +905,7 @@ static phase_codes_t light(verb_t verb, obj_t obj)
|
|||
|
||||
switch (obj) {
|
||||
case URN:
|
||||
state_change(URN, game.prop[URN] == URN_EMPTY ?
|
||||
state_change(URN, game.objects[URN].prop == URN_EMPTY ?
|
||||
URN_EMPTY :
|
||||
URN_LIT);
|
||||
break;
|
||||
|
@ -935,9 +936,9 @@ static phase_codes_t listen(void)
|
|||
soundlatch = true;
|
||||
}
|
||||
for (obj_t i = 1; i <= NOBJECTS; i++) {
|
||||
if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
|
||||
if (!HERE(i) || objects[i].sounds[0] == NULL || game.objects[i].prop < 0)
|
||||
continue;
|
||||
int mi = game.prop[i];
|
||||
int mi = game.objects[i].prop;
|
||||
/* (ESR) Some unpleasant magic on object states here. Ideally
|
||||
* we'd have liked the bird to be a normal object that we can
|
||||
* use state_change() on; can't do it, because there are
|
||||
|
@ -1026,7 +1027,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj)
|
|||
rspeak(OYSTER_OPENS);
|
||||
break;
|
||||
case DOOR:
|
||||
rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
|
||||
rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
|
||||
break;
|
||||
case CAGE:
|
||||
rspeak( NO_LOCK);
|
||||
|
@ -1058,10 +1059,10 @@ static phase_codes_t pour(verb_t verb, obj_t obj)
|
|||
rspeak(CANT_POUR);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (HERE(URN) && game.prop[URN] == URN_EMPTY)
|
||||
if (HERE(URN) && game.objects[URN].prop == URN_EMPTY)
|
||||
return fill(verb, URN);
|
||||
game.prop[BOTTLE] = EMPTY_BOTTLE;
|
||||
game.place[obj] = LOC_NOWHERE;
|
||||
game.objects[BOTTLE].prop = EMPTY_BOTTLE;
|
||||
game.objects[obj].place = LOC_NOWHERE;
|
||||
if (!(AT(PLANT) || AT(DOOR))) {
|
||||
rspeak(GROUND_WET);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1069,8 +1070,8 @@ static phase_codes_t pour(verb_t verb, obj_t obj)
|
|||
if (!AT(DOOR)) {
|
||||
if (obj == WATER) {
|
||||
/* cycle through the three plant states */
|
||||
state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
|
||||
game.prop[PLANT2] = game.prop[PLANT];
|
||||
state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3));
|
||||
game.objects[PLANT2].prop = game.objects[PLANT].prop;
|
||||
return GO_MOVE;
|
||||
} else {
|
||||
rspeak(SHAKING_LEAVES);
|
||||
|
@ -1098,7 +1099,7 @@ static phase_codes_t read(command_t command)
|
|||
if (command.obj == INTRANSITIVE) {
|
||||
command.obj = NO_OBJECT;
|
||||
for (int i = 1; i <= NOBJECTS; i++) {
|
||||
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
|
||||
if (HERE(i) && objects[i].texts[0] != NULL && game.objects[i].prop >= 0)
|
||||
command.obj = command.obj * NOBJECTS + i;
|
||||
}
|
||||
if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc))
|
||||
|
@ -1116,10 +1117,10 @@ static phase_codes_t read(command_t command)
|
|||
pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
|
||||
}
|
||||
} else if (objects[command.obj].texts[0] == NULL ||
|
||||
game.prop[command.obj] == STATE_NOTFOUND) {
|
||||
game.objects[command.obj].prop == STATE_NOTFOUND) {
|
||||
speak(actions[command.verb].message);
|
||||
} else
|
||||
pspeak(command.obj, study, true, game.prop[command.obj]);
|
||||
pspeak(command.obj, study, true, game.objects[command.obj].prop);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
|
@ -1131,7 +1132,7 @@ static phase_codes_t reservoir(void)
|
|||
return GO_CLEAROBJ;
|
||||
} else {
|
||||
state_change(RESER,
|
||||
game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
|
||||
game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
|
||||
if (AT(RESER))
|
||||
return GO_CLEAROBJ;
|
||||
else {
|
||||
|
@ -1146,10 +1147,10 @@ static phase_codes_t reservoir(void)
|
|||
static phase_codes_t rub(verb_t verb, obj_t obj)
|
||||
/* Rub. Yields various snide remarks except for lit urn. */
|
||||
{
|
||||
if (obj == URN && game.prop[URN] == URN_LIT) {
|
||||
if (obj == URN && game.objects[URN].prop == URN_LIT) {
|
||||
DESTROY(URN);
|
||||
drop(AMBER, game.loc);
|
||||
game.prop[AMBER] = AMBER_IN_ROCK;
|
||||
game.objects[AMBER].prop = AMBER_IN_ROCK;
|
||||
--game.tally;
|
||||
drop(CAVITY, game.loc);
|
||||
rspeak(URN_GENIES);
|
||||
|
@ -1223,16 +1224,16 @@ static phase_codes_t throwit(command_t command)
|
|||
return (discard(command.verb, command.obj));
|
||||
else {
|
||||
if (atdwrf(game.loc) <= 0) {
|
||||
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
|
||||
if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS)
|
||||
return throw_support(DRAGON_SCALES);
|
||||
if (AT(TROLL))
|
||||
return throw_support(TROLL_RETURNS);
|
||||
if (AT(OGRE))
|
||||
return throw_support(OGRE_DODGE);
|
||||
if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
|
||||
if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
|
||||
/* This'll teach him to throw the axe at the bear! */
|
||||
drop(AXE, game.loc);
|
||||
game.fixed[AXE] = IS_FIXED;
|
||||
game.objects[AXE].fixed = IS_FIXED;
|
||||
juggle(BEAR);
|
||||
state_change(AXE, AXE_LOST);
|
||||
return GO_CLEAROBJ;
|
||||
|
@ -1295,32 +1296,33 @@ static phase_codes_t wave(verb_t verb, obj_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
|
||||
if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
|
||||
if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place
|
||||
&& game.objects[JADE].prop == STATE_NOTFOUND) {
|
||||
drop(JADE, game.loc);
|
||||
game.prop[JADE] = STATE_FOUND;
|
||||
game.objects[JADE].prop = STATE_FOUND;
|
||||
--game.tally;
|
||||
rspeak(NECKLACE_FLY);
|
||||
return GO_CLEAROBJ;
|
||||
} else {
|
||||
if (game.closed) {
|
||||
rspeak((game.prop[BIRD] == BIRD_CAGED) ?
|
||||
rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
|
||||
CAGE_FLY :
|
||||
FREE_FLY);
|
||||
return GO_DWARFWAKE;
|
||||
}
|
||||
if (game.closng || !AT(FISSURE)) {
|
||||
rspeak((game.prop[BIRD] == BIRD_CAGED) ?
|
||||
rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
|
||||
CAGE_FLY :
|
||||
FREE_FLY);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (HERE(BIRD))
|
||||
rspeak((game.prop[BIRD] == BIRD_CAGED) ?
|
||||
rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
|
||||
CAGE_FLY :
|
||||
FREE_FLY);
|
||||
|
||||
state_change(FISSURE,
|
||||
game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
|
||||
game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
}
|
||||
|
@ -1353,10 +1355,10 @@ phase_codes_t action(command_t command)
|
|||
else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
|
||||
command.obj == LIQLOC(game.loc)))
|
||||
/* FALL THROUGH */;
|
||||
else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
|
||||
else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
|
||||
command.obj = URN;
|
||||
/* FALL THROUGH */;
|
||||
} else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
|
||||
} else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) {
|
||||
command.obj = PLANT2;
|
||||
/* FALL THROUGH */;
|
||||
} else if (command.obj == KNIFE && game.knfloc == game.loc) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue