state_change(DRAGON, DRAGON_DEAD);
game.prop[RUG] = RUG_FLOOR;
/* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
- * The way it was computed before was wirse; it depended on the
+ * The way it was computed before was worse; it depended on the
* two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
* LOC_SECRET5 being right between them.
*/
- move(DRAGON + NOBJECTS, -1);
- move(RUG + NOBJECTS, LOC_NOWHERE);
+ move(DRAGON + NOBJECTS, IS_FIXED);
+ move(RUG + NOBJECTS, IS_FREE);
move(DRAGON, LOC_SECRET5);
move(RUG, LOC_SECRET5);
drop(BLOOD, LOC_SECRET5);
} else if (obj == BEAR && AT(TROLL)) {
state_change(TROLL, TROLL_GONE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
/* Snarf a treasure for the troll. */
drop(command->obj, LOC_NOWHERE);
move(TROLL, LOC_NOWHERE);
- move(TROLL + NOBJECTS, LOC_NOWHERE);
+ move(TROLL + NOBJECTS, IS_FREE);
drop(TROLL2, objects[TROLL].plac);
drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);