} else {
/* Bring back troll if we steal the eggs back from him before
* crossing. */
- if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
- game.prop[TROLL] = 1;
+ if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
+ game.prop[TROLL] = TROLL_PAIDONCE;
k = 2;
if (HERE(EGGS))
k = 1;
spk = CHAIN_UNLOCKED;
if (game.prop[BEAR] == UNTAMED_BEAR)
spk = BEAR_BLOCKS;
- if (game.prop[CHAIN] == 0)
+ if (game.prop[CHAIN] == CHAIN_HEAP)
spk = ALREADY_UNLOCKED;
if (spk != CHAIN_UNLOCKED) {
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = CHAIN_HEAP;
if (game.prop[BEAR] != BEAR_DEAD)
game.prop[BEAR] = CONTENTED_BEAR;
/* FIXME: Arithmetic on state numbers */
game.fixed[BEAR] = 2 - game.prop[BEAR];
} else {
spk = CHAIN_LOCKED;
- if (game.prop[CHAIN] != 0)
+ if (game.prop[CHAIN] != CHAIN_HEAP)
spk = ALREADY_LOCKED;
if (game.loc != objects[CHAIN].plac)
spk = NO_LOCKSITE;
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[CHAIN] = 2;
+ game.prop[CHAIN] = CHAIN_FIXED;
if (TOTING(CHAIN))
drop(CHAIN, game.loc);
game.fixed[CHAIN] = -1;