Structurization of hints.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index f83c4e0dccb36ddc8e6d9a5e3b80ad08c33dcdb2..52e418745398b019327178fbd4e3d6222ac5f389 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,7 +1,7 @@
 /*
- * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
- * Copyright (c) 2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-clause
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
  */
 
 #include <stdlib.h>
@@ -24,7 +24,7 @@ void autosave(void)
 {
     if (autosave_fp != NULL) {
         rewind(autosave_fp);
-        savefile(autosave_fp, /* version (auto): */0);
+        savefile(autosave_fp);
         fflush(autosave_fp);
     }
 }
@@ -104,71 +104,71 @@ static void checkhints(void)
 {
     if (conditions[game.loc] >= game.conds) {
         for (int hint = 0; hint < NHINTS; hint++) {
-            if (game.hinted[hint])
+            if (game.hints[hint].used)
                 continue;
             if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
-                game.hintlc[hint] = -1;
-            ++game.hintlc[hint];
+                game.hints[hint].lc = -1;
+            ++game.hints[hint].lc;
             /*  Come here if he's been int enough at required loc(s) for some
              *  unused hint. */
-            if (game.hintlc[hint] >= hints[hint].turns) {
+            if (game.hints[hint].lc >= hints[hint].turns) {
                 int i;
 
                 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;
+                    game.hints[hint].lc = 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 */
                     if (HERE(SNAKE) && !HERE(BIRD))
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 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.hints[hint].lc = 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;
+                    game.hints[hint].lc = 0;
                     return;
                 case 5:        /* witt */
                     break;
                 case 6:        /* urn */
                     if (game.dflag == 0)
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 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 */
                     i = atdwrf(game.loc);
                     if (i < 0) {
-                        game.hintlc[hint] = 0;
+                        game.hints[hint].lc = 0;
                         return;
                     }
                     if (HERE(OGRE) && i == 0)
                         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;
+                    game.hints[hint].lc = 0;
                     return;
                 default: // LCOV_EXCL_LINE
                     // Should never happen
@@ -176,12 +176,12 @@ static void checkhints(void)
                 }
 
                 /* Fall through to hint display */
-                game.hintlc[hint] = 0;
+                game.hints[hint].lc = 0;
                 if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
                     return;
                 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
-                game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
-                if (game.hinted[hint] && game.limit > WARNTIME)
+                game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+                if (game.hints[hint].used && game.limit > WARNTIME)
                     game.limit += WARNTIME * hints[hint].penalty;
             }
         }
@@ -199,8 +199,7 @@ static bool spotted_by_pirate(int i)
      *  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;
@@ -213,8 +212,7 @@ static bool spotted_by_pirate(int i)
                                     game.loc == objects[EMERALD].plac)) {
             continue;
         }
-        if (TOTING(treasure) ||
-            HERE(treasure))
+        if (TOTING(treasure) || HERE(treasure))
             ++snarfed;
         if (TOTING(treasure)) {
             movechest = true;
@@ -222,7 +220,7 @@ static bool spotted_by_pirate(int i)
         }
     }
     /* 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;
     }
@@ -231,13 +229,13 @@ static bool spotted_by_pirate(int i)
     if (movechest) {
         move(CHEST, game.chloc);
         move(MESSAG, game.chloc2);
-        game.dloc[PIRATE] = game.chloc;
-        game.odloc[PIRATE] = game.chloc;
-        game.dseen[PIRATE] = false;
+        game.dwarves[PIRATE].loc = game.chloc;
+        game.dwarves[PIRATE].oldloc = game.chloc;
+        game.dwarves[PIRATE].seen = false;
     } else {
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
-        if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+        if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
             rspeak(PIRATE_RUSTLES);
     }
     if (robplayer) {
@@ -247,7 +245,7 @@ static bool spotted_by_pirate(int i)
                 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);
@@ -276,9 +274,7 @@ static bool dwarfmove(void)
      *  steal return toll, and dwarves can't meet the bear.  Also
      *  means dwarves won't follow him into dead end in maze, but
      *  c'est la vie.  They'll wait for him outside the dead end. */
-    if (game.loc == LOC_NOWHERE ||
-        FORCED(game.loc) ||
-        CNDBIT(game.newloc, COND_NOARRR))
+    if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
         return true;
 
     /* Dwarf activity level ratchets up */
@@ -293,22 +289,21 @@ static bool dwarfmove(void)
      *  replace him with the alternate. */
     if (game.dflag == 1) {
         if (!INDEEP(game.loc) ||
-            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
-                         PCT(85))))
+            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
             return true;
         game.dflag = 2;
         for (int i = 1; i <= 2; i++) {
             int j = 1 + randrange(NDWARVES - 1);
             if (PCT(50))
-                game.dloc[j] = 0;
+                game.dwarves[j].loc = 0;
         }
 
         /* Alternate initial loc for dwarf, in case one of them
         *  starts out on top of the adventurer. */
         for (int i = 1; i <= NDWARVES - 1; i++) {
-            if (game.dloc[i] == game.loc)
-                game.dloc[i] = DALTLC; //
-            game.odloc[i] = game.dloc[i];
+            if (game.dwarves[i].loc == game.loc)
+                game.dwarves[i].loc = DALTLC; //
+            game.dwarves[i].oldloc = game.dwarves[i].loc;
         }
         rspeak(DWARF_RAN);
         drop(AXE, game.loc);
@@ -325,11 +320,11 @@ static bool dwarfmove(void)
     attack = 0;
     stick = 0;
     for (int i = 1; i <= NDWARVES; i++) {
-        if (game.dloc[i] == 0)
+        if (game.dwarves[i].loc == 0)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
         unsigned int j = 1;
-        kk = tkey[game.dloc[i]];
+        kk = tkey[game.dwarves[i].loc];
         if (kk != 0)
             do {
                 enum desttype_t desttype = travel[kk].desttype;
@@ -339,14 +334,14 @@ static bool dwarfmove(void)
                     continue;
                 else if (!INDEEP(game.newloc))
                     continue;
-                else if (game.newloc == game.odloc[i])
+                else if (game.newloc == game.dwarves[i].oldloc)
                     continue;
                 else if (j > 1 && game.newloc == tk[j - 1])
                     continue;
                 else if (j >= DIM(tk) - 1)
                     /* This can't actually happen. */
                     continue; // LCOV_EXCL_LINE
-                else if (game.newloc == game.dloc[i])
+                else if (game.newloc == game.dwarves[i].loc)
                     continue;
                 else if (FORCED(game.newloc))
                     continue;
@@ -357,25 +352,25 @@ static bool dwarfmove(void)
                 tk[j++] = game.newloc;
             } while
             (!travel[kk++].stop);
-        tk[j] = game.odloc[i];
+        tk[j] = game.dwarves[i].oldloc;
         if (j >= 2)
             --j;
         j = 1 + randrange(j);
-        game.odloc[i] = game.dloc[i];
-        game.dloc[i] = tk[j];
-        game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
-                        (game.dloc[i] == game.loc ||
-                         game.odloc[i] == game.loc);
-        if (!game.dseen[i])
+        game.dwarves[i].oldloc = game.dwarves[i].loc;
+        game.dwarves[i].loc = tk[j];
+        game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
+                        (game.dwarves[i].loc == game.loc ||
+                         game.dwarves[i].oldloc == game.loc);
+        if (!game.dwarves[i].seen)
             continue;
-        game.dloc[i] = game.loc;
+        game.dwarves[i].loc = game.loc;
         if (spotted_by_pirate(i))
             continue;
         /* This threatening little dwarf is in the room with him! */
         ++game.dtotal;
-        if (game.odloc[i] == game.dloc[i]) {
+        if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
             ++attack;
-            if (game.knfloc >= 0)
+            if (game.knfloc >= LOC_NOWHERE)
                 game.knfloc = game.loc;
             if (randrange(1000) < 95 * (game.dflag - 2))
                 ++stick;
@@ -444,9 +439,9 @@ static void croak(void)
         /* 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)) {
@@ -463,8 +458,7 @@ static void describe_location(void)
 {
     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)) {
@@ -557,7 +551,7 @@ static void playermove(int motion)
             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. */
@@ -572,8 +566,7 @@ static void playermove(int motion)
     /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
      * the beginning of the motion entries for here (game.loc). */
     for (;;) {
-        if ((travel[travel_entry].motion == HERE) ||
-            travel[travel_entry].motion == motion)
+        if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion)
             break;
         if (travel[travel_entry].stop) {
             /*  Couldn't find an entry matching the motion word passed
@@ -627,17 +620,15 @@ static void playermove(int motion)
                 if (condtype < cond_not) {
                     /* YAML N and [pct N] conditionals */
                     if (condtype == cond_goto || condtype == cond_pct) {
-                        if (condarg1 == 0 ||
-                            PCT(condarg1))
+                        if (condarg1 == 0 || PCT(condarg1))
                             break;
                         /* else fall through */
                     }
                     /* YAML [with OBJ] clause */
-                    else if (TOTING(condarg1) ||
-                             (condtype == cond_with && AT(condarg1)))
+                    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.
@@ -673,8 +664,7 @@ static void playermove(int motion)
                     game.newloc = (game.loc == LOC_PLOVER)
                                   ? LOC_ALCOVE
                                   : LOC_PLOVER;
-                    if (game.holdng > 1 ||
-                        (game.holdng == 1 && !TOTING(EMERALD))) {
+                    if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
                         rspeak(MUST_DROP);
                     }
@@ -708,9 +698,9 @@ static void playermove(int motion)
                      * (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);
@@ -720,15 +710,15 @@ static void playermove(int motion)
                         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;
@@ -746,7 +736,7 @@ static void playermove(int motion)
 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
@@ -756,9 +746,9 @@ static void lampcheck(void)
      *  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
@@ -771,9 +761,9 @@ static void lampcheck(void)
             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);
@@ -781,7 +771,7 @@ static void lampcheck(void)
     }
     if (game.limit == 0) {
         game.limit = -1;
-        game.prop[LAMP] = LAMP_DARK;
+        game.objects[LAMP].prop = LAMP_DARK;
         if (HERE(LAMP))
             rspeak(LAMP_OUT);
     }
@@ -834,23 +824,23 @@ static bool closecheck(void)
      *  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.dseen[i] = false;
-            game.dloc[i] = LOC_NOWHERE;
+            game.dwarves[i].seen = false;
+            game.dwarves[i].loc = LOC_NOWHERE;
         }
         DESTROY(TROLL);
         move(TROLL + NOBJECTS, IS_FREE);
         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;
@@ -873,12 +863,12 @@ static bool closecheck(void)
          *  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;
@@ -886,15 +876,15 @@ static bool closecheck(void)
          *  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))
@@ -920,21 +910,23 @@ static void listobjects(void)
  *  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;
             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;
                 /*  Note: There used to be a test here to see whether the
                  *  player had blown it so badly that he could never ever see
@@ -951,9 +943,9 @@ static void listobjects(void)
                  *  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);
@@ -1052,7 +1044,7 @@ static bool do_move(void)
      *  place) let him get out (and attacked). */
     if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
         for (size_t i = 1; i <= NDWARVES - 1; i++) {
-            if (game.odloc[i] == game.newloc && game.dseen[i]) {
+            if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) {
                 game.newloc = game.loc;
                 rspeak(DWARF_BLOCK);
                 break;
@@ -1069,7 +1061,7 @@ static bool do_move(void)
 
     /* The easiest way to get killed is to fall into a pit in
      * pitch darkness. */
-    if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
+    if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) {
         rspeak(PIT_FALL);
         game.oldlc2 = game.loc;
         croak();
@@ -1106,11 +1098,11 @@ static bool do_command(void)
                  *  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);
                 }
             }
 
@@ -1261,20 +1253,23 @@ int main(int argc, char *argv[])
     /*  Options. */
 
 #if defined ADVENT_AUTOSAVE
-    const char* opts = "l:oa:";
+    const char* opts = "dl:oa:";
     const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
     FILE *rfp = NULL;
     const char* autosave_filename = NULL;
 #elif !defined ADVENT_NOSAVE
-    const char* opts = "l:or:";
+    const char* opts = "dl:or:";
     const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
     FILE *rfp = NULL;
 #else
-    const char* opts = "l:o";
+    const char* opts = "dl:o";
     const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
 #endif
     while ((ch = getopt(argc, argv, opts)) != EOF) {
         switch (ch) {
+       case 'd': // LCOV_EXCL_LINE
+           settings.debug +=1; // LCOV_EXCL_LINE
+           break; // LCOV_EXCL_LINE
         case 'l':
             settings.logfp = fopen(optarg, "w");
             if (settings.logfp == NULL)