Structurize object info.
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parent
8fe07c8bf3
commit
eebc87f889
7 changed files with 190 additions and 186 deletions
106
main.c
106
main.c
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@ -117,12 +117,12 @@ static void checkhints(void)
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switch (hint) {
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case 0:
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/* cave */
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if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
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if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
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break;
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game.hintlc[hint] = 0;
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return;
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case 1: /* bird */
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if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
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break;
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return;
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case 2: /* snake */
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@ -139,7 +139,7 @@ static void checkhints(void)
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game.hintlc[hint] = 0;
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return;
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case 4: /* dark */
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if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
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if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
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break;
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game.hintlc[hint] = 0;
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return;
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@ -166,7 +166,7 @@ static void checkhints(void)
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break;
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return;
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case 9: /* jade */
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if (game.tally == 1 && game.prop[JADE] < 0)
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if (game.tally == 1 && game.objects[JADE].prop < 0)
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break;
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game.hintlc[hint] = 0;
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return;
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@ -199,7 +199,7 @@ static bool spotted_by_pirate(int i)
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* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
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* it to the troll, but in that case he's seen the chest
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* (game.prop[CHEST] == STATE_FOUND). */
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if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
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if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND)
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return true;
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int snarfed = 0;
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bool movechest = false, robplayer = false;
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@ -220,7 +220,7 @@ static bool spotted_by_pirate(int i)
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}
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}
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/* Force chest placement before player finds last treasure */
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if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
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if (game.tally == 1 && snarfed == 0 && game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
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rspeak(PIRATE_SPOTTED);
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movechest = true;
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}
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@ -245,7 +245,7 @@ static bool spotted_by_pirate(int i)
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continue;
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if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
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game.loc == objects[EMERALD].plac))) {
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if (AT(treasure) && game.fixed[treasure] == IS_FREE)
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if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
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carry(treasure, game.loc);
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if (TOTING(treasure))
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drop(treasure, game.chloc);
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@ -439,9 +439,9 @@ static void croak(void)
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/* If player wishes to continue, we empty the liquids in the
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* user's inventory, turn off the lamp, and drop all items
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* where he died. */
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game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
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game.objects[WATER].place = game.objects[OIL].place = LOC_NOWHERE;
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if (TOTING(LAMP))
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game.prop[LAMP] = LAMP_DARK;
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game.objects[LAMP].prop = LAMP_DARK;
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for (int j = 1; j <= NOBJECTS; j++) {
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int i = NOBJECTS + 1 - j;
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if (TOTING(i)) {
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@ -628,7 +628,7 @@ static void playermove(int motion)
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else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
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break;
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/* else fall through to check [not OBJ STATE] */
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} else if (game.prop[condarg1] != condarg2)
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} else if (game.objects[condarg1].prop != condarg2)
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break;
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/* We arrive here on conditional failure.
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@ -698,9 +698,9 @@ static void playermove(int motion)
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* (standard travel entries check for
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* game.prop[TROLL]=TROLL_UNPAID.) Special stuff
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* for bear. */
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if (game.prop[TROLL] == TROLL_PAIDONCE) {
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if (game.objects[TROLL].prop == TROLL_PAIDONCE) {
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pspeak(TROLL, look, true, TROLL_PAIDONCE);
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game.prop[TROLL] = TROLL_UNPAID;
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game.objects[TROLL].prop = TROLL_UNPAID;
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DESTROY(TROLL2);
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move(TROLL2 + NOBJECTS, IS_FREE);
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move(TROLL, objects[TROLL].plac);
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@ -710,15 +710,15 @@ static void playermove(int motion)
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return;
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} else {
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game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
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if (game.prop[TROLL] == TROLL_UNPAID)
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game.prop[TROLL] = TROLL_PAIDONCE;
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if (game.objects[TROLL].prop == TROLL_UNPAID)
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game.objects[TROLL].prop = TROLL_PAIDONCE;
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if (!TOTING(BEAR))
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return;
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state_change(CHASM, BRIDGE_WRECKED);
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game.prop[TROLL] = TROLL_GONE;
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game.objects[TROLL].prop = TROLL_GONE;
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drop(BEAR, game.newloc);
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game.fixed[BEAR] = IS_FIXED;
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game.prop[BEAR] = BEAR_DEAD;
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game.objects[BEAR].fixed = IS_FIXED;
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game.objects[BEAR].prop = BEAR_DEAD;
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game.oldlc2 = game.newloc;
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croak();
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return;
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@ -736,7 +736,7 @@ static void playermove(int motion)
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static void lampcheck(void)
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/* Check game limit and lamp timers */
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{
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if (game.prop[LAMP] == LAMP_BRIGHT)
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if (game.objects[LAMP].prop == LAMP_BRIGHT)
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--game.limit;
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/* Another way we can force an end to things is by having the
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@ -746,9 +746,9 @@ static void lampcheck(void)
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* Second is for other cases of lamp dying. Even after it goes
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* out, he can explore outside for a while if desired. */
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if (game.limit <= WARNTIME) {
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if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
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if (HERE(BATTERY) && game.objects[BATTERY].prop == FRESH_BATTERIES && HERE(LAMP)) {
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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game.objects[BATTERY].prop = DEAD_BATTERIES;
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#ifdef __unused__
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/* This code from the original game seems to have been faulty.
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* No tests ever passed the guard, and with the guard removed
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@ -761,9 +761,9 @@ static void lampcheck(void)
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game.lmwarn = false;
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} else if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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if (game.prop[BATTERY] == DEAD_BATTERIES)
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if (game.objects[BATTERY].prop == DEAD_BATTERIES)
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rspeak(MISSING_BATTERIES);
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else if (game.place[BATTERY] == LOC_NOWHERE)
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else if (game.objects[BATTERY].place == LOC_NOWHERE)
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rspeak(LAMP_DIM);
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else
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rspeak(GET_BATTERIES);
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@ -771,7 +771,7 @@ static void lampcheck(void)
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}
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if (game.limit == 0) {
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game.limit = -1;
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game.prop[LAMP] = LAMP_DARK;
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game.objects[LAMP].prop = LAMP_DARK;
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if (HERE(LAMP))
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rspeak(LAMP_OUT);
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}
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@ -824,8 +824,8 @@ static bool closecheck(void)
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* know the bivalve is an oyster. *And*, the dwarves must
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* have been activated, since we've found chest. */
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if (game.clock1 == 0) {
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game.prop[GRATE] = GRATE_CLOSED;
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game.prop[FISSURE] = UNBRIDGED;
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game.objects[GRATE].prop = GRATE_CLOSED;
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game.objects[FISSURE].prop = UNBRIDGED;
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for (int i = 1; i <= NDWARVES; i++) {
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game.dwarves[i].seen = false;
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game.dwarves[i].loc = LOC_NOWHERE;
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@ -835,12 +835,12 @@ static bool closecheck(void)
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move(TROLL2, objects[TROLL].plac);
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move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
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juggle(CHASM);
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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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DESTROY(BEAR);
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game.prop[CHAIN] = CHAIN_HEAP;
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game.fixed[CHAIN] = IS_FREE;
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game.prop[AXE] = AXE_HERE;
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game.fixed[AXE] = IS_FREE;
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game.objects[CHAIN].prop = CHAIN_HEAP;
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game.objects[CHAIN].fixed = IS_FREE;
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game.objects[AXE].prop = AXE_HERE;
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game.objects[AXE].fixed = IS_FREE;
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rspeak(CAVE_CLOSING);
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game.clock1 = -1;
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game.closng = true;
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@ -863,12 +863,12 @@ static bool closecheck(void)
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* objects he might be carrying (lest he have some which
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* could cause trouble, such as the keys). We describe the
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* flash of light and trundle back. */
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game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
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game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
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game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
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game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
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game.prop[DWARF] = put(DWARF, LOC_NE, 0);
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game.objects[BOTTLE].prop = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
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game.objects[PLANT].prop = put(PLANT, LOC_NE, PLANT_THIRSTY);
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game.objects[OYSTER].prop = put(OYSTER, LOC_NE, STATE_FOUND);
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game.objects[LAMP].prop = put(LAMP, LOC_NE, LAMP_DARK);
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game.objects[ROD].prop = put(ROD, LOC_NE, STATE_FOUND);
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game.objects[DWARF].prop = put(DWARF, LOC_NE, 0);
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game.loc = LOC_NE;
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game.oldloc = LOC_NE;
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game.newloc = LOC_NE;
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@ -876,15 +876,15 @@ static bool closecheck(void)
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* Reuse sign. */
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put(GRATE, LOC_SW, 0);
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put(SIGN, LOC_SW, 0);
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game.prop[SIGN] = ENDGAME_SIGN;
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game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
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game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
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game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
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game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
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game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
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game.objects[SIGN].prop = ENDGAME_SIGN;
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game.objects[SNAKE].prop = put(SNAKE, LOC_SW, SNAKE_CHASED);
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game.objects[BIRD].prop = put(BIRD, LOC_SW, BIRD_CAGED);
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game.objects[CAGE].prop = put(CAGE, LOC_SW, STATE_FOUND);
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game.objects[ROD2].prop = put(ROD2, LOC_SW, STATE_FOUND);
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game.objects[PILLOW].prop = put(PILLOW, LOC_SW, STATE_FOUND);
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game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
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game.fixed[MIRROR] = LOC_SW;
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game.objects[MIRROR].prop = put(MIRROR, LOC_NE, STATE_FOUND);
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game.objects[MIRROR].fixed = LOC_SW;
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for (int i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i))
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@ -917,14 +917,14 @@ static void listobjects(void)
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obj = obj - NOBJECTS;
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if (obj == STEPS && TOTING(NUGGET))
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continue;
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if (game.prop[obj] < 0) {
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if (game.objects[obj].prop < 0) {
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if (game.closed)
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continue;
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game.prop[obj] = STATE_FOUND;
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game.objects[obj].prop = STATE_FOUND;
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if (obj == RUG)
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game.prop[RUG] = RUG_DRAGON;
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game.objects[RUG].prop = RUG_DRAGON;
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if (obj == CHAIN)
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game.prop[CHAIN] = CHAINING_BEAR;
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game.objects[CHAIN].prop = CHAINING_BEAR;
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if (obj == EGGS)
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game.seenbigwords = true;
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--game.tally;
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@ -943,9 +943,9 @@ static void listobjects(void)
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* gross blunder isn't likely to find everything else anyway
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* (so goes the rationalisation). */
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}
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int kk = game.prop[obj];
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int kk = game.objects[obj].prop;
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if (obj == STEPS)
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kk = (game.loc == game.fixed[STEPS])
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kk = (game.loc == game.objects[STEPS].fixed)
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? STEPS_UP
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: STEPS_DOWN;
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pspeak(obj, look, true, kk);
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@ -1098,11 +1098,11 @@ static bool do_command(void)
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && game.prop[i] < 0)
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game.prop[i] = STASHED(i);
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if (TOTING(i) && game.objects[i].prop < 0)
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game.objects[i].prop = STASHED(i);
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}
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}
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