static int fill(token_t, token_t);
+static void state_change(long obj, long state)
+{
+ game.prop[obj] = state;
+ pspeak(obj, change, state);
+}
+
static int attack(FILE *input, struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
game.prop[URN] = game.prop[URN] / 2;
spk = URN_DARK;
} else if (obj == LAMP) {
- game.prop[LAMP] = LAMP_DARK;
- rspeak(LAMP_OFF);
+ state_change(LAMP, LAMP_DARK);
spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
} else if (obj == DRAGON || obj == VOLCANO)
spk = BEYOND_POWER;
rspeak(spk);
return GO_CLEAROBJ;
}
- game.prop[LAMP] = LAMP_BRIGHT;
- rspeak(LAMP_ON);
+ state_change(LAMP, LAMP_BRIGHT);
if (game.wzdark)
return GO_TOP;
else
if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
- game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
- spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+ state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
+ return GO_CLEAROBJ;
}
}
}