static void blast(void) {
/* Blast. No effect unless you've got dynamite, which is a neat trick!
*/
- if (PROP_IS_NOTFOUND(ROD2) || !game.closed) {
+ if (OBJECT_IS_NOTFOUND(ROD2) || !game.closed) {
rspeak(REQUIRES_DYNAMITE);
} else {
if (HERE(ROD2)) {
}
if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED &&
- !PROP_IS_STASHED(BIRD)) {
+ !OBJECT_IS_STASHED(BIRD)) {
if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
DESTROY(BIRD);
rspeak(BIRD_CRAP);
}
if ((obj == BIRD || obj == CAGE) &&
(game.objects[BIRD].prop == BIRD_CAGED ||
- PROP_STASHED(BIRD) == BIRD_CAGED)) {
+ OBJECT_STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
}
game.objects[LIQUID()].place = CARRIED;
}
- if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
- PROP_SET_FOUND(obj);
+ if (GSTONE(obj) && !OBJECT_IS_FOUND(obj)) {
+ OBJECT_SET_FOUND(obj);
game.objects[CAVITY].prop = CAVITY_EMPTY;
}
rspeak(OK_MAN);
}
for (obj_t i = 1; i <= NOBJECTS; i++) {
if (!HERE(i) || objects[i].sounds[0] == NULL ||
- PROP_IS_STASHED_OR_UNSEEN(i)) {
+ OBJECT_IS_STASHED_OR_UNSEEN(i)) {
continue;
}
int mi = game.objects[i].prop;
command.obj = NO_OBJECT;
for (int i = 1; i <= NOBJECTS; i++) {
if (HERE(i) && objects[i].texts[0] != NULL &&
- !PROP_IS_STASHED(i)) {
+ !OBJECT_IS_STASHED(i)) {
command.obj = command.obj * NOBJECTS + i;
}
}
1); // Not really a sound, but oh well.
}
} else if (objects[command.obj].texts[0] == NULL ||
- PROP_IS_NOTFOUND(command.obj)) {
+ OBJECT_IS_NOTFOUND(command.obj)) {
speak(actions[command.verb].message);
} else {
pspeak(command.obj, study, true,
}
if (game.objects[BIRD].prop == BIRD_UNCAGED &&
- game.loc == game.objects[STEPS].place && PROP_IS_NOTFOUND(JADE)) {
+ game.loc == game.objects[STEPS].place && OBJECT_IS_NOTFOUND(JADE)) {
drop(JADE, game.loc);
- PROP_SET_FOUND(JADE);
+ OBJECT_SET_FOUND(JADE);
--game.tally;
rspeak(NECKLACE_FLY);
return GO_CLEAROBJ;