{
if (conditions[game.loc] >= game.conds) {
for (int hint = 0; hint < NHINTS; hint++) {
- if (game.hinted[hint])
+ if (game.hints[hint].used)
continue;
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
- game.hintlc[hint] = -1;
- ++game.hintlc[hint];
+ game.hints[hint].lc = -1;
+ ++game.hints[hint].lc;
/* Come here if he's been int enough at required loc(s) for some
* unused hint. */
- if (game.hintlc[hint] >= hints[hint].turns) {
+ if (game.hints[hint].lc >= hints[hint].turns) {
int i;
switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+ if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+ if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break;
return;
case 2: /* snake */
if (HERE(SNAKE) && !HERE(BIRD))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 3: /* maze */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT &&
+ if (game.locs[game.loc].atloc == NO_OBJECT &&
+ game.locs[game.oldloc].atloc == NO_OBJECT &&
+ game.locs[game.oldlc2].atloc == NO_OBJECT &&
game.holdng > 1)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
+ if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 5: /* witt */
break;
case 6: /* urn */
if (game.dflag == 0)
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
case 7: /* woods */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT)
+ if (game.locs[game.loc].atloc == NO_OBJECT &&
+ game.locs[game.oldloc].atloc == NO_OBJECT &&
+ game.locs[game.oldlc2].atloc == NO_OBJECT)
break;
return;
case 8: /* ogre */
i = atdwrf(game.loc);
if (i < 0) {
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
}
if (HERE(OGRE) && i == 0)
break;
return;
case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
+ if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
break;
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
return;
default: // LCOV_EXCL_LINE
// Should never happen
}
/* Fall through to hint display */
- game.hintlc[hint] = 0;
+ game.hints[hint].lc = 0;
if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
- game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
- if (game.hinted[hint] && game.limit > WARNTIME)
+ game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ if (game.hints[hint].used && game.limit > WARNTIME)
game.limit += WARNTIME * hints[hint].penalty;
}
}
/* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
- * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
+ * that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
- * (game.prop[CHEST] == STATE_FOUND). */
- if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
+ * PROP_IS_FOUND(CHEST) == true. */
+ if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+ if (game.tally == 1 && snarfed == 0 && game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
rspeak(PIRATE_SPOTTED);
movechest = true;
}
continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == IS_FREE)
+ if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
/* If player wishes to continue, we empty the liquids in the
* user's inventory, turn off the lamp, and drop all items
* where he died. */
- game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+ game.objects[WATER].place = game.objects[OIL].place = LOC_NOWHERE;
if (TOTING(LAMP))
- game.prop[LAMP] = LAMP_DARK;
+ game.objects[LAMP].prop = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
{
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == NO_MESSAGE)
+ if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
- game.abbrev[game.loc] = 0;
+ game.locs[game.loc].abbrev = 0;
return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
- } else if (game.prop[condarg1] != condarg2)
+ } else if (game.objects[condarg1].prop != condarg2)
break;
/* We arrive here on conditional failure.
* (standard travel entries check for
* game.prop[TROLL]=TROLL_UNPAID.) Special stuff
* for bear. */
- if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ if (game.objects[TROLL].prop == TROLL_PAIDONCE) {
pspeak(TROLL, look, true, TROLL_PAIDONCE);
- game.prop[TROLL] = TROLL_UNPAID;
+ game.objects[TROLL].prop = TROLL_UNPAID;
DESTROY(TROLL2);
move(TROLL2 + NOBJECTS, IS_FREE);
move(TROLL, objects[TROLL].plac);
return;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
+ if (game.objects[TROLL].prop == TROLL_UNPAID)
+ game.objects[TROLL].prop = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return;
state_change(CHASM, BRIDGE_WRECKED);
- game.prop[TROLL] = TROLL_GONE;
+ game.objects[TROLL].prop = TROLL_GONE;
drop(BEAR, game.newloc);
- game.fixed[BEAR] = IS_FIXED;
- game.prop[BEAR] = BEAR_DEAD;
+ game.objects[BEAR].fixed = IS_FIXED;
+ game.objects[BEAR].prop = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return;
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] == LAMP_BRIGHT)
+ if (game.objects[LAMP].prop == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
* Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
- if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ if (HERE(BATTERY) && game.objects[BATTERY].prop == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = DEAD_BATTERIES;
+ game.objects[BATTERY].prop = DEAD_BATTERIES;
#ifdef __unused__
/* This code from the original game seems to have been faulty.
* No tests ever passed the guard, and with the guard removed
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
- if (game.prop[BATTERY] == DEAD_BATTERIES)
+ if (game.objects[BATTERY].prop == DEAD_BATTERIES)
rspeak(MISSING_BATTERIES);
- else if (game.place[BATTERY] == LOC_NOWHERE)
+ else if (game.objects[BATTERY].place == LOC_NOWHERE)
rspeak(LAMP_DIM);
else
rspeak(GET_BATTERIES);
}
if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] = LAMP_DARK;
+ game.objects[LAMP].prop = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
}
* chest, which may of course never show up). Note that the
* treasures need not have been taken yet, just located. Hence
* clock1 must be large enough to get out of the cave (it only ticks
- * while inside the cave). When it hits zero, we branch to 10000 to
- * start closing the cave, and then sit back and wait for him to try
- * to get out. If he doesn't within clock2 turns, we close the cave;
- * if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When clock2 hits zero, we
- * transport him into the final puzzle. Note that the puzzle depends
- * upon all sorts of random things. For instance, there must be no
- * water or oil, since there are beanstalks which we don't want to be
- * able to water, since the code can't handle it. Also, we can have
- * no keys, since there is a grate (having moved the fixed object!)
- * there separating him from all the treasures. Most of these
- * problems arise from the use of negative prop numbers to suppress
- * the object descriptions until he's actually moved the objects. */
+ * while inside the cave). When it hits zero, we start closing the
+ * cave, and then sit back and wait for him to try to get out. If he
+ * doesn't within clock2 turns, we close the cave; if he does try, we
+ * assume he panics, and give him a few additional turns to get
+ * frantic before we close. When clock2 hits zero, we transport him
+ * into the final puzzle. Note that the puzzle depends upon all
+ * sorts of random things. For instance, there must be no water or
+ * oil, since there are beanstalks which we don't want to be able to
+ * water, since the code can't handle it. Also, we can have no keys,
+ * since there is a grate (having moved the fixed object!) there
+ * separating him from all the treasures. Most of these problems
+ * arise from the use of negative prop numbers to suppress the object
+ * descriptions until he's actually moved the objects. */
{
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] = GRATE_CLOSED;
- game.prop[FISSURE] = UNBRIDGED;
+ game.objects[GRATE].prop = GRATE_CLOSED;
+ game.objects[FISSURE].prop = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
game.dwarves[i].seen = false;
game.dwarves[i].loc = LOC_NOWHERE;
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != BEAR_DEAD)
+ if (game.objects[BEAR].prop != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- game.fixed[AXE] = IS_FREE;
+ game.objects[CHAIN].prop = CHAIN_HEAP;
+ game.objects[CHAIN].fixed = IS_FREE;
+ game.objects[AXE].prop = AXE_HERE;
+ game.objects[AXE].fixed = IS_FREE;
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
+ * objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he has some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
- game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
- game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
- game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
- game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
- game.prop[DWARF] = put(DWARF, LOC_NE, 0);
+ put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ put(PLANT, LOC_NE, PLANT_THIRSTY);
+ put(OYSTER, LOC_NE, STATE_FOUND);
+ put(LAMP, LOC_NE, LAMP_DARK);
+ put(ROD, LOC_NE, STATE_FOUND);
+ put(DWARF, LOC_NE, STATE_FOUND);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
/* Leave the grate with normal (non-negative) property.
* Reuse sign. */
- put(GRATE, LOC_SW, 0);
- put(SIGN, LOC_SW, 0);
- game.prop[SIGN] = ENDGAME_SIGN;
- game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
- game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
- game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
- game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
- game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
-
- game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
- game.fixed[MIRROR] = LOC_SW;
+ move(GRATE, LOC_SW);
+ move(SIGN, LOC_SW);
+ game.objects[SIGN].prop = ENDGAME_SIGN;
+ put(SNAKE, LOC_SW, SNAKE_CHASED);
+ put(BIRD, LOC_SW, BIRD_CAGED);
+ put(CAGE, LOC_SW, STATE_FOUND);
+ put(ROD2, LOC_SW, STATE_FOUND);
+ put(PILLOW, LOC_SW, STATE_FOUND);
+
+ put(MIRROR, LOC_NE, STATE_FOUND);
+ game.objects[MIRROR].fixed = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
if (TOTING(i))
* get full score. */
{
if (!DARK(game.loc)) {
- ++game.abbrev[game.loc];
- for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+ ++game.locs[game.loc].abbrev;
+ for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
- if (game.prop[obj] < 0) {
+ /* (ESR) Warning: it looks like you could get away with
+ * running this code only on objects with the treasure
+ * property set. Nope. There is mystery here.
+ */
+ if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
- game.prop[obj] = STATE_FOUND;
+ PROP_SET_FOUND(obj);
if (obj == RUG)
- game.prop[RUG] = RUG_DRAGON;
+ game.objects[RUG].prop = RUG_DRAGON;
if (obj == CHAIN)
- game.prop[CHAIN] = CHAINING_BEAR;
+ game.objects[CHAIN].prop = CHAINING_BEAR;
if (obj == EGGS)
game.seenbigwords = true;
--game.tally;
* gross blunder isn't likely to find everything else anyway
* (so goes the rationalisation). */
}
- int kk = game.prop[obj];
+ int kk = game.objects[obj].prop;
if (obj == STEPS)
- kk = (game.loc == game.fixed[STEPS])
+ kk = (game.loc == game.objects[STEPS].fixed)
? STEPS_UP
: STEPS_DOWN;
pspeak(obj, look, true, kk);
while (command.state <= GIVEN) {
if (game.closed) {
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and stash them. This way objects won't be
- * described until they've been picked up and put down
- * separate from their respective piles. */
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ /* If closing time, check for any stashed objects
+ * being toted and unstash them. This way objects
+ * won't be described until they've been picked up
+ * and put down separate from their respective
+ * piles. */
+ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = STASHED(i);
+ if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+ game.objects[i].prop = PROP_STASHED(i);
}
}