* 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.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);
+ put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+ put(PLANT, LOC_NE, PLANT_THIRSTY);
+ put(OYSTER, LOC_NE, STATE_FOUND);
+ put(LAMP, LOC_NE, LAMP_DARK);
+ put(ROD, LOC_NE, STATE_FOUND);
+ put(DWARF, LOC_NE, 0);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
move(GRATE, LOC_SW);
move(SIGN, LOC_SW);
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);
+ put(SNAKE, LOC_SW, SNAKE_CHASED);
+ put(BIRD, LOC_SW, BIRD_CAGED);
+ put(CAGE, LOC_SW, STATE_FOUND);
+ put(ROD2, LOC_SW, STATE_FOUND);
+ put(PILLOW, LOC_SW, STATE_FOUND);
- game.objects[MIRROR].prop = put(MIRROR, LOC_NE, STATE_FOUND);
+ put(MIRROR, LOC_NE, STATE_FOUND);
game.objects[MIRROR].fixed = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {