Structurize object info.

This commit is contained in:
Eric S. Raymond 2023-04-07 09:51:49 -04:00
parent 8fe07c8bf3
commit eebc87f889
7 changed files with 190 additions and 186 deletions

206
actions.c
View file

@ -34,7 +34,7 @@ static phase_codes_t attack(command_t command)
obj = SNAKE;
++changes;
}
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
obj = DRAGON;
++changes;
}
@ -46,7 +46,7 @@ static phase_codes_t attack(command_t command)
obj = OGRE;
++changes;
}
if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
obj = BEAR;
++changes;
}
@ -83,13 +83,13 @@ static phase_codes_t attack(command_t command)
}
if (obj == VEND) {
state_change(VEND,
game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
return GO_CLEAROBJ;
}
if (obj == BEAR) {
switch (game.prop[BEAR]) {
switch (game.objects[BEAR].prop) {
case UNTAMED_BEAR:
rspeak(BEAR_HANDS);
break;
@ -105,7 +105,7 @@ static phase_codes_t attack(command_t command)
}
return GO_CLEAROBJ;
}
if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
/* Fun stuff for dragon. If he insists on attacking it, win!
* Set game.prop to dead, move dragon to central loc (still
* fixed), move rug there (not fixed), and move him there,
@ -116,7 +116,7 @@ static phase_codes_t attack(command_t command)
return GO_MOVE;
}
state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
game.objects[RUG].prop = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
* The way it was computed before was worse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
@ -128,8 +128,8 @@ static phase_codes_t attack(command_t command)
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (game.place[i] == objects[DRAGON].plac ||
game.place[i] == objects[DRAGON].fixd)
if (game.objects[i].place == objects[DRAGON].plac ||
game.objects[i].place == objects[DRAGON].fixd)
move(i, LOC_SECRET5);
}
game.loc = LOC_SECRET5;
@ -210,15 +210,16 @@ static phase_codes_t bigwords(vocab_t id)
return GO_CLEAROBJ;
}
game.foobar = WORD_EMPTY;
if (game.place[EGGS] == objects[EGGS].plac ||
if (game.objects[EGGS].place == objects[EGGS].plac ||
(TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE
&& game.objects[TROLL].prop == TROLL_UNPAID)
game.objects[TROLL].prop = TROLL_PAIDONCE;
if (HERE(EGGS))
pspeak(EGGS, look, true, EGGS_VANISHED);
else if (game.loc == objects[EGGS].plac)
@ -243,7 +244,7 @@ static phase_codes_t bigwords(vocab_t id)
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed)
if (game.objects[ROD2].prop == STATE_NOTFOUND || !game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
if (HERE(ROD2)) {
@ -273,11 +274,11 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj)
break;
}
case VASE:
if (game.prop[VASE] == VASE_WHOLE) {
if (game.objects[VASE].prop == VASE_WHOLE) {
if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
game.fixed[VASE] = IS_FIXED;
game.objects[VASE].fixed = IS_FIXED;
break;
}
/* FALLTHRU */
@ -321,20 +322,20 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
return GO_CLEAROBJ;
}
if (game.fixed[obj] != IS_FREE) {
if (game.objects[obj].fixed != IS_FREE) {
switch (obj) {
case PLANT:
/* Next guard tests whether plant is tiny or stashed */
rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
break;
case BEAR:
rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
break;
case CHAIN:
rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
break;
case RUG:
rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
break;
case URN:
rspeak(URN_NOBUDGE);
@ -360,7 +361,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
return (fill(verb, BOTTLE));
} else
rspeak(BOTTLE_FULL);
@ -375,8 +376,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
}
if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
@ -389,10 +390,10 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
rspeak(BIRD_EVADES);
return GO_CLEAROBJ;
}
game.prop[BIRD] = BIRD_CAGED;
game.objects[BIRD].prop = BIRD_CAGED;
}
if ((obj == BIRD || obj == CAGE) &&
(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
(game.objects[BIRD].prop == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
}
@ -400,11 +401,11 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj)
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
game.place[LIQUID()] = CARRIED;
game.objects[LIQUID()].place = CARRIED;
if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
game.prop[obj] = STATE_FOUND;
game.prop[CAVITY] = CAVITY_EMPTY;
if (GSTONE(obj) && game.objects[obj].prop != STATE_FOUND) {
game.objects[obj].prop = STATE_FOUND;
game.objects[CAVITY].prop = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
@ -414,36 +415,36 @@ static int chain(verb_t verb)
/* Do something to the bear's chain */
{
if (verb != LOCK) {
if (game.prop[BEAR] == UNTAMED_BEAR) {
if (game.objects[BEAR].prop == UNTAMED_BEAR) {
rspeak(BEAR_BLOCKS);
return GO_CLEAROBJ;
}
if (game.prop[CHAIN] == CHAIN_HEAP) {
if (game.objects[CHAIN].prop == CHAIN_HEAP) {
rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = IS_FREE;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
game.objects[CHAIN].prop = CHAIN_HEAP;
game.objects[CHAIN].fixed = IS_FREE;
if (game.objects[BEAR].prop != BEAR_DEAD)
game.objects[BEAR].prop = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
switch (game.objects[BEAR].prop) {
// LCOV_EXCL_START
case BEAR_DEAD:
/* Can't be reached until the bear can die in some way other
* than a bridge collapse. Leave in in case this changes, but
* exclude from coverage testing. */
game.fixed[BEAR] = IS_FIXED;
game.objects[BEAR].fixed = IS_FIXED;
break;
// LCOV_EXCL_STOP
default:
game.fixed[BEAR] = IS_FREE;
game.objects[BEAR].fixed = IS_FREE;
}
rspeak(CHAIN_UNLOCKED);
return GO_CLEAROBJ;
}
if (game.prop[CHAIN] != CHAIN_HEAP) {
if (game.objects[CHAIN].prop != CHAIN_HEAP) {
rspeak(ALREADY_LOCKED);
return GO_CLEAROBJ;
}
@ -452,11 +453,11 @@ static int chain(verb_t verb)
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_FIXED;
game.objects[CHAIN].prop = CHAIN_FIXED;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
game.fixed[CHAIN] = IS_FIXED;
game.objects[CHAIN].fixed = IS_FIXED;
rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
@ -476,12 +477,12 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
return GO_CLEAROBJ;
}
if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) {
rspeak(GEM_FITS);
game.prop[obj] = STATE_IN_CAVITY;
game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
(obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
game.objects[obj].prop = STATE_IN_CAVITY;
game.objects[CAVITY].prop = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
(obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
if (obj == RUBY)
rspeak(RUG_SETTLES);
else if (TOTING(RUG))
@ -489,8 +490,8 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
else
rspeak(RUG_RISES);
if (!TOTING(RUG) || obj == RUBY) {
int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.objects[RUG].prop = k;
if (k == RUG_HOVER)
k = objects[SAPPH].plac;
move(RUG + NOBJECTS, k);
@ -510,7 +511,7 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
if (LIQUID() == obj)
obj = BOTTLE;
if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
game.place[LIQUID()] = LOC_NOWHERE;
game.objects[LIQUID()].place = LOC_NOWHERE;
}
if (obj == BEAR && AT(TROLL)) {
@ -529,19 +530,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
state_change(VASE, AT(PILLOW)
? VASE_WHOLE
: VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = IS_FIXED;
if (game.objects[VASE].prop != VASE_WHOLE)
game.objects[VASE].fixed = IS_FIXED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
}
if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
drop(BIRD, game.loc);
}
if (obj == BIRD) {
if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
return GO_CLEAROBJ;
@ -552,11 +553,11 @@ static phase_codes_t discard(verb_t verb, obj_t obj)
return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
game.prop[SNAKE] = SNAKE_CHASED;
game.objects[SNAKE].prop = SNAKE_CHASED;
} else
rspeak(OK_MAN);
game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
drop(obj, game.loc);
return GO_CLEAROBJ;
}
@ -587,7 +588,7 @@ static phase_codes_t drink(verb_t verb, obj_t obj)
return GO_CLEAROBJ;
}
if (LIQUID() == WATER && HERE(BOTTLE)) {
game.place[WATER] = LOC_NOWHERE;
game.objects[WATER].place = LOC_NOWHERE;
state_change(BOTTLE, EMPTY_BOTTLE);
return GO_CLEAROBJ;
}
@ -630,9 +631,9 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT)
obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_LIT)
if (HERE(URN) && game.objects[URN].prop == URN_LIT)
obj = URN;
if (obj == INTRANSITIVE)
return GO_UNKNOWN;
@ -640,7 +641,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj)
switch (obj) {
case URN:
if (game.prop[URN] != URN_EMPTY) {
if (game.objects[URN].prop != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
pspeak(URN, change, true, URN_DARK);
@ -671,7 +672,7 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
rspeak(BIRD_PINING);
break;
case DRAGON:
if (game.prop[DRAGON] != DRAGON_BARS)
if (game.objects[DRAGON].prop != DRAGON_BARS)
rspeak(RIDICULOUS_ATTEMPT);
else
rspeak(NOTHING_EDIBLE);
@ -694,15 +695,15 @@ static phase_codes_t feed(verb_t verb, obj_t obj)
speak(actions[verb].message);
break;
case BEAR:
if (game.prop[BEAR] == BEAR_DEAD) {
if (game.objects[BEAR].prop == BEAR_DEAD) {
rspeak(RIDICULOUS_ATTEMPT);
break;
}
if (game.prop[BEAR] == UNTAMED_BEAR) {
if (game.objects[BEAR].prop == UNTAMED_BEAR) {
if (HERE(FOOD)) {
DESTROY(FOOD);
game.fixed[AXE] = IS_FREE;
game.prop[AXE] = AXE_HERE;
game.objects[AXE].fixed = IS_FREE;
game.objects[AXE].prop = AXE_HERE;
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) {