vocab_t ref_num;
ref_num = get_motion_vocab_id(word);
+ // Second conjunct is because the magic-word placeholder is a bit special
if (ref_num != WORD_NOT_FOUND) {
*id = ref_num;
*type = MOTION;
}
ref_num = get_action_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND) {
+ if (ref_num != WORD_NOT_FOUND && ref_num != PART) {
*id = ref_num;
*type = ACTION;
return;
drop(object, where);
}
-loc_t put(obj_t object, loc_t where, int pval)
+void put(obj_t object, loc_t where, int pval)
/* put() is the same as move(), except it returns a value used to set up the
* negated game.prop values for the repository objects. */
{
move(object, where);
- return (-1) - pval;; // Needs to stay sinchronized with STASHED
+ /* (ESR) Read this in combination with the macro defintions in advebt.h.
+ */
+ game.objects[object].prop = PROP_STASHIFY(pval);
+#ifdef PROP_SET_SEEN
+ PROP_SET_SEEN(object);
+#endif
}
void carry(obj_t object, loc_t where)