return GO_CLEAROBJ;
}
DESTROY(BIRD);
- game.prop[BIRD] = 0;
spk = BIRD_DEAD;
} else if (obj == VEND) {
pspeak(VEND, game.prop[VEND] + 2);
if (game.holdng >= INVLIMIT) {
rspeak(spk);
return GO_CLEAROBJ;
- } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
- if (game.prop[BIRD] == 2) {
+ } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
+ if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
return GO_CLEAROBJ;
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[BIRD] = 1;
+ game.prop[BIRD] = BIRD_CAGED;
}
- if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
+ if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
CARRY(BIRD + CAGE - obj, game.loc);
CARRY(obj, game.loc);
if (obj == BOTTLE && LIQUID() != 0)
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
rspeak(BIRD_BURNT);
DESTROY(BIRD);
- game.prop[BIRD] = 0;
return GO_CLEAROBJ;
} else if (obj == BEAR && AT(TROLL)) {
rspeak(TROLL_SCAMPERS);
if (k == obj)obj = BOTTLE;
if (obj == BOTTLE && k != 0)
game.place[k] = LOC_NOWHERE;
- if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
+ if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+ DROP(BIRD, game.loc);
DROP(obj, game.loc);
if (obj != BIRD) return GO_CLEAROBJ;
- game.prop[BIRD] = 0;
- if (FOREST(game.loc))game.prop[BIRD] = 2;
+ game.prop[BIRD] = BIRD_UNCAGED;
+ if (FOREST(game.loc))
+ game.prop[BIRD] = BIRD_FOREST_UNCAGED;
return GO_CLEAROBJ;
}
} else {
DESTROY(BLOOD);
game.prop[DRAGON] = 2;
- OBJSND[BIRD] = OBJSND[BIRD] + 3;
+ game.blooded = true;
spk = HEAD_BUZZES;
}
rspeak(spk);
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
+ obj = LAMP;
if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
game.prop[URN] = game.prop[URN] / 2;
spk = URN_DARK;
} else if (obj == LAMP) {
- game.prop[LAMP] = 0;
+ game.prop[LAMP] = LAMP_DARK;
rspeak(LAMP_OFF);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
if (obj == TROLL)spk = TROLL_VICES;
if (obj == SNAKE && !game.closed && HERE(BIRD)) {
DESTROY(BIRD);
- game.prop[BIRD] = 0;
spk = BIRD_DEVOURED;
}
} else if (obj == DWARF) {
{
int spk = ACTSPK[verb];
if (obj == INTRANSITIVE) {
- if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
+ if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
+ obj = LAMP;
if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
}
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[LAMP] = 1;
+ game.prop[LAMP] = LAMP_BRIGHT;
rspeak(LAMP_ON);
if (game.wzdark)
return GO_TOP;
for (int i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
continue;
- pspeak(i, OBJSND[i] + game.prop[i], game.zzword);
+ int mi = OBJSND[i] + game.prop[i];
+ if (i == BIRD)
+ /* FIXME: Arithmetic on state values */
+ mi += 3 * game.blooded;
+ pspeak(i, mi, game.zzword);
spk = NO_MESSAGE;
if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
DESTROY(BIRD);
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
- game.prop[GRATE] = (verb == LOCK) ? 0 : 1;
+ game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
}
}
rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+ /* FIXME: Arithemetic on proprty values */
+ if (HERE(BIRD))
+ spk = FREE_FLY + MOD(game.prop[BIRD], 2);
if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
DROP(JADE, game.loc);
game.prop[JADE] = 0;