obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_LIT)
obj = URN;
- if (obj == INTRANSITIVE)
+ if (obj == INTRANSITIVE ||
+ HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
+ HERE(URN) && game.prop[URN] == URN_LIT)
return GO_UNKNOWN;
}
obj = LAMP;
if (HERE(URN) && game.prop[URN] == URN_DARK)
obj = URN;
- if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
+ if (obj == INTRANSITIVE ||
+ HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
+ HERE(URN) && game.prop[URN] == URN_DARK)
return GO_UNKNOWN;
}
obj = DOOR;
if (AT(GRATE))
obj = GRATE;
- if (obj != 0 && HERE(CHAIN))
- return GO_UNKNOWN;
if (HERE(CHAIN))
obj = CHAIN;
if (obj == 0 || obj == INTRANSITIVE) {
return bivalve(verb, obj);
if (obj == DOOR)
spk = RUSTY_DOOR;
- if (obj == DOOR && game.prop[DOOR] == 1)
+ if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
spk = OK_MAN;
if (obj == CAGE)
spk = NO_LOCK;
rspeak(spk);
return GO_CLEAROBJ;
}
- if (HERE(URN) && game.prop[URN] == 0)
+ if (HERE(URN) && game.prop[URN] == URN_EMPTY)
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
int spk = actions[verb].message;
if (obj != LAMP)
spk = PECULIAR_NOTHING;
- if (obj == URN && game.prop[URN] == 2) {
+ if (obj == URN && game.prop[URN] == URN_LIT) {
DESTROY(URN);
drop(AMBER, game.loc);
game.prop[AMBER] = 1;