static int chain(token_t verb)
/* Do something to the bear's chain */
{
- int spk;
if (verb != LOCK) {
- spk = CHAIN_UNLOCKED;
- if (game.prop[BEAR] == UNTAMED_BEAR)
- spk = BEAR_BLOCKS;
- if (game.prop[CHAIN] == CHAIN_HEAP)
- spk = ALREADY_UNLOCKED;
- if (spk != CHAIN_UNLOCKED) {
- rspeak(spk);
+ if (game.prop[BEAR] == UNTAMED_BEAR) {
+ rspeak(BEAR_BLOCKS);
+ return GO_CLEAROBJ;
+ }
+ if (game.prop[CHAIN] == CHAIN_HEAP) {
+ rspeak(ALREADY_UNLOCKED);
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
game.fixed[CHAIN] = CHAIN_HEAP;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
- /* FIXME: Arithmetic on state numbers */
- game.fixed[BEAR] = 2 - game.prop[BEAR];
- } else {
- spk = CHAIN_LOCKED;
- if (game.prop[CHAIN] != CHAIN_HEAP)
- spk = ALREADY_LOCKED;
- if (game.loc != objects[CHAIN].plac)
- spk = NO_LOCKSITE;
- if (spk != CHAIN_LOCKED) {
- rspeak(spk);
- return GO_CLEAROBJ;
+
+ switch (game.prop[BEAR]) {
+ case BEAR_DEAD:
+ game.fixed[BEAR] = -1;
+ break;
+ default:
+ game.fixed[BEAR] = 0;
}
- game.prop[CHAIN] = CHAIN_FIXED;
- if (TOTING(CHAIN))
- drop(CHAIN, game.loc);
- game.fixed[CHAIN] = -1;
+ rspeak(CHAIN_UNLOCKED);
+ return GO_CLEAROBJ;
}
- rspeak(spk);
+
+ if (game.prop[CHAIN] != CHAIN_HEAP) {
+ rspeak(ALREADY_LOCKED);
+ return GO_CLEAROBJ;
+ }
+ if (game.loc != objects[CHAIN].plac) {
+ rspeak(NO_LOCKSITE);
+ return GO_CLEAROBJ;
+ }
+
+ game.prop[CHAIN] = CHAIN_FIXED;
+
+ if (TOTING(CHAIN))
+ drop(CHAIN, game.loc);
+ game.fixed[CHAIN] = -1;
+
+ rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
}
rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- /* FIXME: Arithmetic on state numbers */
- pspeak(RESER, look, game.prop[RESER] + 1, true);
- game.prop[RESER] = 1 - game.prop[RESER];
+ state_change(RESER,
+ game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
if (AT(RESER))
return GO_CLEAROBJ;
else {
CAGE_FLY :
FREE_FLY);
- /* FIXME: Arithemetic on property values */
- game.prop[FISSURE] = 1 - game.prop[FISSURE];
- pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
+ state_change(FISSURE,
+ game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
return GO_CLEAROBJ;
}
}