if (TOTING(VASE))
drop(VASE, game.loc);
state_change(VASE, VASE_BROKEN);
- game.fixed[VASE] = -1;
+ game.fixed[VASE] = IS_FIXED;
return GO_CLEAROBJ;
}
rspeak(actions[verb].message);
return GO_CLEAROBJ;
}
- if (game.fixed[obj] != 0) {
- if (obj == PLANT && game.prop[PLANT] <= 0) {
+ if (game.fixed[obj] != IS_FREE) {
+ if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
rspeak(DEEP_ROOTS);
return GO_CLEAROBJ;
}
if ((obj == BIRD ||
obj == CAGE) &&
(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
- /* expression maps BIRD to CAGE and CAGE to BIRD */
+ /* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
carry(obj, game.loc);
if (obj == BOTTLE && LIQUID() != NO_OBJECT)
return GO_CLEAROBJ;
}
game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = IS_FREE;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
switch (game.prop[BEAR]) {
case BEAR_DEAD:
- game.fixed[BEAR] = -1;
+ game.fixed[BEAR] = IS_FIXED;
break;
default:
- game.fixed[BEAR] = 0;
+ game.fixed[BEAR] = IS_FREE;
}
rspeak(CHAIN_UNLOCKED);
return GO_CLEAROBJ;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
- game.fixed[CHAIN] = -1;
+ game.fixed[CHAIN] = IS_FIXED;
rspeak(CHAIN_LOCKED);
return GO_CLEAROBJ;
? VASE_WHOLE
: VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
- game.fixed[VASE] = -1;
+ game.fixed[VASE] = IS_FIXED;
}
}
int k = LIQUID();
if (HERE(FOOD)) {
DESTROY(FOOD);
game.prop[BEAR] = SITTING_BEAR;
- game.fixed[AXE] = 0;
+ game.fixed[AXE] = IS_FREE;
game.prop[AXE] = AXE_HERE;
spk = BEAR_TAMED;
}
}
rspeak(SHATTER_VASE);
game.prop[VASE] = VASE_BROKEN;
- game.fixed[VASE] = -1;
+ game.fixed[VASE] = IS_FIXED;
return (discard(verb, VASE, true));
}
else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
/* This'll teach him to throw the axe at the bear! */
drop(AXE, game.loc);
- game.fixed[AXE] = -1;
+ game.fixed[AXE] = IS_FIXED;
juggle(BEAR);
state_change(AXE, AXE_LOST);
return GO_CLEAROBJ;
continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == 0)
+ if (AT(treasure) && game.fixed[treasure] == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
* entries going through passage, which can never be used
* for actual motion, but can be spotted by "go back". */
game.newloc = (game.loc == LOC_PLOVER)
- ? LOC_ALCOVE
- : LOC_PLOVER;
+ ? LOC_ALCOVE
+ : LOC_PLOVER;
if (game.holdng > 1 ||
(game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
game.prop[CHASM] = BRIDGE_WRECKED;
game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
- game.fixed[BEAR] = -1;
+ game.fixed[BEAR] = IS_FIXED;
game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = CHAIN_HEAP;
- game.prop[AXE] = 0;
- game.fixed[AXE] = 0;
+ game.fixed[CHAIN] = IS_FREE;
+ game.prop[AXE] = AXE_HERE;
+ game.fixed[AXE] = IS_FREE;
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
}
int kk = game.prop[obj];
if (obj == STEPS)
- kk = (game.loc == game.fixed[STEPS])
- ? STEPS_UP
- : STEPS_DOWN;
+ kk = (game.loc == game.fixed[STEPS])
+ ? STEPS_UP
+ : STEPS_DOWN;
pspeak(obj, look, kk, true);
}
}
speak(msg);
if (FORCED(game.loc)) {
playermove(HERE);
- return true;
+ return true;
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
tokenize(inputbuf, &command);
- char word1[TOKLEN+1];
- char word2[TOKLEN+1];
+ char word1[TOKLEN + 1];
+ char word2[TOKLEN + 1];
packed_to_token(command.wd1, word1);
packed_to_token(command.wd2, word2);
command.id1 = get_vocab_id(word1);
lampcheck();
if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == PROMOTE_WORD(WATER))) {
+ command.id2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
} else {
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
/* command.wd1 = command.wd2; */
/* wordclear(&command.wd2); */
- command.id1 = command.id2;
- command.id2 = WORD_EMPTY;
+ command.id1 = command.id2;
+ command.id2 = WORD_EMPTY;
} else {
/* FIXME: Magic numbers related to vocabulary */
if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
switch (defn / 1000) {
case 0:
playermove(kmod);
- return true;
+ return true;
case 1:
command.part = unknown;
command.obj = kmod;
case GO_WORD2:
/* Get second word for analysis. */
command.wd1 = command.wd2;
- strcpy(command.raw1, command.raw2);
+ strcpy(command.raw1, command.raw2);
wordclear(&command.wd2);
- command.raw2[0] = '\0';
+ command.raw2[0] = '\0';
goto L2620;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- command.raw1[0] = toupper(command.raw1[0]);
+ command.raw1[0] = toupper(command.raw1[0]);
sspeak(DO_WHAT, command.raw1);
command.obj = 0;
goto L2600;