game.hintlc[hint] = 0;
return;
case 3: /* maze */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT &&
+ if (game.locs[game.loc].atloc == NO_OBJECT &&
+ game.locs[game.oldloc].atloc == NO_OBJECT &&
+ game.locs[game.oldlc2].atloc == NO_OBJECT &&
game.holdng > 1)
break;
game.hintlc[hint] = 0;
game.hintlc[hint] = 0;
return;
case 7: /* woods */
- if (game.atloc[game.loc] == NO_OBJECT &&
- game.atloc[game.oldloc] == NO_OBJECT &&
- game.atloc[game.oldlc2] == NO_OBJECT)
+ if (game.locs[game.loc].atloc == NO_OBJECT &&
+ game.locs[game.oldloc].atloc == NO_OBJECT &&
+ game.locs[game.oldlc2].atloc == NO_OBJECT)
break;
return;
case 8: /* ogre */
{
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == NO_MESSAGE)
+ if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
rspeak(NO_MORE_DETAIL);
++game.detail;
game.wzdark = false;
- game.abbrev[game.loc] = 0;
+ game.locs[game.loc].abbrev = 0;
return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
* get full score. */
{
if (!DARK(game.loc)) {
- ++game.abbrev[game.loc];
- for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+ ++game.locs[game.loc].abbrev;
+ for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;