game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
- game.prop[VASE] = VASE_BROKEN;
- if (AT(PILLOW))
- game.prop[VASE] = VASE_WHOLE;
- pspeak(VASE, look, game.prop[VASE] + 1, true);
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = -1;
}