static int fill(token_t, token_t);
-static void state_change(long obj, long state)
-/* Object must have a change-message list for this to be useful; only some do */
-{
- game.prop[obj] = state;
- pspeak(obj, change, state, true);
-}
-
static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
}
if (game.fixed[obj] != IS_FREE) {
- /* Next guard tests whether plant is tiny or stashed */
+ /* Next guard tests whether plant is tiny or stashed */
if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
rspeak(DEEP_ROOTS);
return GO_CLEAROBJ;
rspeak(spk);
if (spk != RUG_WIGGLES) {
/* FIXME: Arithmetic on state numbers */
- int k = 2 - game.prop[RUG];
+ int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
game.prop[RUG] = k;
if (k == RUG_HOVER)
k = objects[SAPPH].plac;
game.loc == objects[PILLOW].plac) {
rspeak(OK_MAN);
} else {
- state_change(VASE, AT(PILLOW)
- ? VASE_WHOLE
- : VASE_DROPPED);
+ state_change(VASE, AT(PILLOW)
+ ? VASE_WHOLE
+ : VASE_DROPPED);
if (game.prop[VASE] != VASE_WHOLE)
game.fixed[VASE] = IS_FIXED;
}
}
state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
- ? OIL_BOTTLE
- : WATER_BOTTLE);
+ ? OIL_BOTTLE
+ : WATER_BOTTLE);
if (TOTING(BOTTLE))
game.place[LIQUID()] = CARRIED;
return GO_CLEAROBJ;