game.hints[hint].lc = 0;
return;
case 4: /* dark */
- if (game.objects[EMERALD].prop != STATE_NOTFOUND && game.objects[PYRAMID].prop == STATE_NOTFOUND)
+ if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
break;
game.hints[hint].lc = 0;
return;
break;
return;
case 9: /* jade */
- if (game.tally == 1 && game.objects[JADE].prop < 0)
+ if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
break;
game.hints[hint].lc = 0;
return;
/* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
- * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
+ * that game.objexts,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.objects[CHEST].prop != STATE_NOTFOUND)
+ * PROP_IS_FOUND(CHEST) == true. */
+ if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
+ * objects be handled differently. We also drop all other
+ * objects he might be acrrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
put(OYSTER, LOC_NE, STATE_FOUND);
put(LAMP, LOC_NE, LAMP_DARK);
put(ROD, LOC_NE, STATE_FOUND);
- put(DWARF, LOC_NE, 0);
+ put(DWARF, LOC_NE, STATE_FOUND);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
- if (game.objects[obj].prop < 0) {
+ if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
- game.objects[obj].prop = STATE_FOUND;
+ PROP_SET_FOUND(obj);
if (obj == RUG)
game.objects[RUG].prop = RUG_DRAGON;
if (obj == CHAIN)
* 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.objects[OYSTER].prop < 0 && TOTING(OYSTER))
+ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.objects[i].prop < 0)
- game.objects[i].prop = STASHED(i);
+ if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+ game.objects[i].prop = PROP_STASHED(i);
}
}