switch (hint) {
case 0:
/* cave */
- if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+ if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
break;
game.hintlc[hint] = 0;
return;
case 1: /* bird */
- if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+ if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
break;
return;
case 2: /* snake */
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
+ if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
break;
game.hintlc[hint] = 0;
return;
break;
return;
case 9: /* jade */
- if (game.tally == 1 && game.prop[JADE] < 0)
+ if (game.tally == 1 && game.objects[JADE].prop < 0)
break;
game.hintlc[hint] = 0;
return;
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop[CHEST] == STATE_FOUND). */
- if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND)
+ if (game.loc == game.chloc || game.objects[CHEST].prop != STATE_NOTFOUND)
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
}
}
/* Force chest placement before player finds last treasure */
- if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+ if (game.tally == 1 && snarfed == 0 && game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
rspeak(PIRATE_SPOTTED);
movechest = true;
}
continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == IS_FREE)
+ if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
/* If player wishes to continue, we empty the liquids in the
* user's inventory, turn off the lamp, and drop all items
* where he died. */
- game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+ game.objects[WATER].place = game.objects[OIL].place = LOC_NOWHERE;
if (TOTING(LAMP))
- game.prop[LAMP] = LAMP_DARK;
+ game.objects[LAMP].prop = LAMP_DARK;
for (int j = 1; j <= NOBJECTS; j++) {
int i = NOBJECTS + 1 - j;
if (TOTING(i)) {
else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
- } else if (game.prop[condarg1] != condarg2)
+ } else if (game.objects[condarg1].prop != condarg2)
break;
/* We arrive here on conditional failure.
* (standard travel entries check for
* game.prop[TROLL]=TROLL_UNPAID.) Special stuff
* for bear. */
- if (game.prop[TROLL] == TROLL_PAIDONCE) {
+ if (game.objects[TROLL].prop == TROLL_PAIDONCE) {
pspeak(TROLL, look, true, TROLL_PAIDONCE);
- game.prop[TROLL] = TROLL_UNPAID;
+ game.objects[TROLL].prop = TROLL_UNPAID;
DESTROY(TROLL2);
move(TROLL2 + NOBJECTS, IS_FREE);
move(TROLL, objects[TROLL].plac);
return;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == TROLL_UNPAID)
- game.prop[TROLL] = TROLL_PAIDONCE;
+ if (game.objects[TROLL].prop == TROLL_UNPAID)
+ game.objects[TROLL].prop = TROLL_PAIDONCE;
if (!TOTING(BEAR))
return;
state_change(CHASM, BRIDGE_WRECKED);
- game.prop[TROLL] = TROLL_GONE;
+ game.objects[TROLL].prop = TROLL_GONE;
drop(BEAR, game.newloc);
- game.fixed[BEAR] = IS_FIXED;
- game.prop[BEAR] = BEAR_DEAD;
+ game.objects[BEAR].fixed = IS_FIXED;
+ game.objects[BEAR].prop = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return;
static void lampcheck(void)
/* Check game limit and lamp timers */
{
- if (game.prop[LAMP] == LAMP_BRIGHT)
+ if (game.objects[LAMP].prop == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
* Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
- if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ if (HERE(BATTERY) && game.objects[BATTERY].prop == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = DEAD_BATTERIES;
+ game.objects[BATTERY].prop = DEAD_BATTERIES;
#ifdef __unused__
/* This code from the original game seems to have been faulty.
* No tests ever passed the guard, and with the guard removed
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
- if (game.prop[BATTERY] == DEAD_BATTERIES)
+ if (game.objects[BATTERY].prop == DEAD_BATTERIES)
rspeak(MISSING_BATTERIES);
- else if (game.place[BATTERY] == LOC_NOWHERE)
+ else if (game.objects[BATTERY].place == LOC_NOWHERE)
rspeak(LAMP_DIM);
else
rspeak(GET_BATTERIES);
}
if (game.limit == 0) {
game.limit = -1;
- game.prop[LAMP] = LAMP_DARK;
+ game.objects[LAMP].prop = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
}
* know the bivalve is an oyster. *And*, the dwarves must
* have been activated, since we've found chest. */
if (game.clock1 == 0) {
- game.prop[GRATE] = GRATE_CLOSED;
- game.prop[FISSURE] = UNBRIDGED;
+ game.objects[GRATE].prop = GRATE_CLOSED;
+ game.objects[FISSURE].prop = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
game.dwarves[i].seen = false;
game.dwarves[i].loc = LOC_NOWHERE;
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != BEAR_DEAD)
+ if (game.objects[BEAR].prop != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = CHAIN_HEAP;
- game.fixed[CHAIN] = IS_FREE;
- game.prop[AXE] = AXE_HERE;
- game.fixed[AXE] = IS_FREE;
+ game.objects[CHAIN].prop = CHAIN_HEAP;
+ game.objects[CHAIN].fixed = IS_FREE;
+ game.objects[AXE].prop = AXE_HERE;
+ game.objects[AXE].fixed = IS_FREE;
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
* objects he might be carrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
- game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
- game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
- game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
- game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
- game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
- game.prop[DWARF] = put(DWARF, LOC_NE, 0);
+ game.objects[BOTTLE].prop = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ game.objects[PLANT].prop = put(PLANT, LOC_NE, PLANT_THIRSTY);
+ game.objects[OYSTER].prop = put(OYSTER, LOC_NE, STATE_FOUND);
+ game.objects[LAMP].prop = put(LAMP, LOC_NE, LAMP_DARK);
+ game.objects[ROD].prop = put(ROD, LOC_NE, STATE_FOUND);
+ game.objects[DWARF].prop = put(DWARF, LOC_NE, 0);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
* Reuse sign. */
put(GRATE, LOC_SW, 0);
put(SIGN, LOC_SW, 0);
- game.prop[SIGN] = ENDGAME_SIGN;
- game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
- game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
- game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
- game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
- game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
+ game.objects[SIGN].prop = ENDGAME_SIGN;
+ game.objects[SNAKE].prop = put(SNAKE, LOC_SW, SNAKE_CHASED);
+ game.objects[BIRD].prop = put(BIRD, LOC_SW, BIRD_CAGED);
+ game.objects[CAGE].prop = put(CAGE, LOC_SW, STATE_FOUND);
+ game.objects[ROD2].prop = put(ROD2, LOC_SW, STATE_FOUND);
+ game.objects[PILLOW].prop = put(PILLOW, LOC_SW, STATE_FOUND);
- game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
- game.fixed[MIRROR] = LOC_SW;
+ game.objects[MIRROR].prop = put(MIRROR, LOC_NE, STATE_FOUND);
+ game.objects[MIRROR].fixed = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
if (TOTING(i))
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
- if (game.prop[obj] < 0) {
+ if (game.objects[obj].prop < 0) {
if (game.closed)
continue;
- game.prop[obj] = STATE_FOUND;
+ game.objects[obj].prop = STATE_FOUND;
if (obj == RUG)
- game.prop[RUG] = RUG_DRAGON;
+ game.objects[RUG].prop = RUG_DRAGON;
if (obj == CHAIN)
- game.prop[CHAIN] = CHAINING_BEAR;
+ game.objects[CHAIN].prop = CHAINING_BEAR;
if (obj == EGGS)
game.seenbigwords = true;
--game.tally;
* gross blunder isn't likely to find everything else anyway
* (so goes the rationalisation). */
}
- int kk = game.prop[obj];
+ int kk = game.objects[obj].prop;
if (obj == STEPS)
- kk = (game.loc == game.fixed[STEPS])
+ kk = (game.loc == game.objects[STEPS].fixed)
? STEPS_UP
: STEPS_DOWN;
pspeak(obj, look, true, kk);
* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = STASHED(i);
+ if (TOTING(i) && game.objects[i].prop < 0)
+ game.objects[i].prop = STASHED(i);
}
}