Place1TBS mandatory braces.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 98a1d7fbe30c7f9d53693dcf3fa0c2cd36af35c7..fd0852f696172871a8ddd19e19a84cd8fdd43b2f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,6 +1,5 @@
 /*
- * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
- * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
  * SPDX-License-Identifier: BSD-2-Clause
  */
 
@@ -14,7 +13,6 @@
 #include <unistd.h>
 #include <editline/readline.h>
 #include "advent.h"
-#include "dungeon.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
@@ -40,8 +38,9 @@ static void sig_handler(int signo)
     }
 
 #if defined ADVENT_AUTOSAVE
-    if (signo == SIGHUP || signo == SIGTERM)
+    if (signo == SIGHUP || signo == SIGTERM) {
         autosave();
+    }
 #endif
     exit(EXIT_FAILURE);
 }
@@ -73,12 +72,14 @@ char *myreadline(const char *prompt)
 
             char *next = settings.argv[settings.optind++];
 
-            if (settings.scriptfp != NULL && feof(settings.scriptfp))
+            if (settings.scriptfp != NULL && feof(settings.scriptfp)) {
                 fclose(settings.scriptfp);
-            if (strcmp(next, "-") == 0)
+           }
+            if (strcmp(next, "-") == 0) {
                 settings.scriptfp = stdin; // LCOV_EXCL_LINE
-            else
+            } else {
                 settings.scriptfp = fopen(next, "r");
+           }
         }
 
         if (isatty(fileno(settings.scriptfp))) {
@@ -104,31 +105,36 @@ static void checkhints(void)
 {
     if (conditions[game.loc] >= game.conds) {
         for (int hint = 0; hint < NHINTS; hint++) {
-            if (game.hinted[hint])
-                continue;
-            if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
-                game.hintlc[hint] = -1;
-            ++game.hintlc[hint];
+           if (game.hints[hint].used) {
+                 continue;
+           }
+            if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
+                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))
-                        break;
-                    game.hintlc[hint] = 0;
+                   if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS)) {
+                         break;
+                   }
+                    game.hints[hint].lc = 0;
                     return;
                 case 1:        /* bird */
-                    if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
-                        break;
+                   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;
+                   if (HERE(SNAKE) && !HERE(BIRD)) {
+                         break;
+                   }
+                    game.hints[hint].lc = 0;
                     return;
                 case 3:        /* maze */
                     if (game.locs[game.loc].atloc == NO_OBJECT &&
@@ -136,19 +142,21 @@ static void checkhints(void)
                         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)
-                        break;
-                    game.hintlc[hint] = 0;
+                   if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID)) {
+                         break;
+                   }
+                    game.hints[hint].lc = 0;
                     return;
                 case 5:        /* witt */
                     break;
                 case 6:        /* urn */
-                    if (game.dflag == 0)
-                        break;
-                    game.hintlc[hint] = 0;
+                   if (game.dflag == 0) {
+                         break;
+                   }
+                    game.hints[hint].lc = 0;
                     return;
                 case 7:        /* woods */
                     if (game.locs[game.loc].atloc == NO_OBJECT &&
@@ -159,16 +167,18 @@ static void checkhints(void)
                 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)
+                    if (HERE(OGRE) && i == 0) {
                         break;
+                   }
                     return;
                 case 9:        /* jade */
-                    if (game.tally == 1 && game.prop[JADE] < 0)
-                        break;
-                    game.hintlc[hint] = 0;
+                   if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE)) {
+                         break;
+                   }
+                    game.hints[hint].lc = 0;
                     return;
                 default: // LCOV_EXCL_LINE
                     // Should never happen
@@ -176,13 +186,15 @@ static void checkhints(void)
                 }
 
                 /* Fall through to hint display */
-                game.hintlc[hint] = 0;
-                if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                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;
+               }
             }
         }
     }
@@ -190,37 +202,41 @@ static void checkhints(void)
 
 static bool spotted_by_pirate(int i)
 {
-    if (i != PIRATE)
-        return false;
+    if (i != PIRATE) {
+         return false;
+    }
 
     /*  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.prop[CHEST] != 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;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-        if (!objects[treasure].is_treasure)
+      if (!objects[treasure].is_treasure) {
             continue;
+      }
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
         if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
                                     game.loc == objects[EMERALD].plac)) {
             continue;
         }
-        if (TOTING(treasure) || HERE(treasure))
+        if (TOTING(treasure) || HERE(treasure)) {
             ++snarfed;
+       }
         if (TOTING(treasure)) {
             movechest = true;
             robplayer = true;
         }
     }
     /* 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;
     }
@@ -235,20 +251,24 @@ static bool spotted_by_pirate(int i)
     } else {
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
-        if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
-            rspeak(PIRATE_RUSTLES);
+       if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) {
+             rspeak(PIRATE_RUSTLES);
+       }
     }
     if (robplayer) {
         rspeak(PIRATE_POUNCES);
         for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-            if (!objects[treasure].is_treasure)
-                continue;
+           if (!objects[treasure].is_treasure) {
+                 continue;
+           }
             if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
                                           game.loc == objects[EMERALD].plac))) {
-                if (AT(treasure) && game.fixed[treasure] == IS_FREE)
-                    carry(treasure, game.loc);
-                if (TOTING(treasure))
-                    drop(treasure, game.chloc);
+               if (AT(treasure) && game.objects[treasure].fixed == IS_FREE) {
+                     carry(treasure, game.loc);
+               }
+               if (TOTING(treasure)) {
+                     drop(treasure, game.chloc);
+               }
             }
         }
     }
@@ -256,9 +276,8 @@ static bool spotted_by_pirate(int i)
     return true;
 }
 
-static bool dwarfmove(void)
+static bool dwarfmove(void) {
 /* Dwarves move.  Return true if player survives, false if he dies. */
-{
     int kk, stick, attack;
     loc_t tk[21];
 
@@ -274,8 +293,9 @@ 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 */
     if (game.dflag == 0) {
@@ -289,20 +309,23 @@ 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))
+            if (PCT(50)) {
                 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.dwarves[i].loc == game.loc)
-                game.dwarves[i].loc = DALTLC; //
+           if (game.dwarves[i].loc == game.loc) {
+                 game.dwarves[i].loc = DALTLC;
+           }
             game.dwarves[i].oldloc = game.dwarves[i].loc;
         }
         rspeak(DWARF_RAN);
@@ -320,8 +343,9 @@ static bool dwarfmove(void)
     attack = 0;
     stick = 0;
     for (int i = 1; i <= NDWARVES; i++) {
-        if (game.dwarves[i].loc == 0)
-            continue;
+       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.dwarves[i].loc];
@@ -353,38 +377,46 @@ static bool dwarfmove(void)
             } while
             (!travel[kk++].stop);
         tk[j] = game.dwarves[i].oldloc;
-        if (j >= 2)
+        if (j >= 2) {
             --j;
+       }
         j = 1 + randrange(j);
         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)
+        if (!game.dwarves[i].seen) {
             continue;
+       }
         game.dwarves[i].loc = game.loc;
-        if (spotted_by_pirate(i))
+        if (spotted_by_pirate(i)) {
             continue;
+       }
         /* This threatening little dwarf is in the room with him! */
         ++game.dtotal;
         if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
             ++attack;
-            if (game.knfloc >= LOC_NOWHERE)
+            if (game.knfloc >= LOC_NOWHERE) {
                 game.knfloc = game.loc;
-            if (randrange(1000) < 95 * (game.dflag - 2))
+           }
+            if (randrange(1000) < 95 * (game.dflag - 2)) {
                 ++stick;
+           }
         }
     }
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it. */
-    if (game.dtotal == 0)
+    if (game.dtotal == 0) {
         return true;
+    }
     rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
-    if (attack == 0)
+    if (attack == 0) {
         return true;
-    if (game.dflag == 2)
+    }
+    if (game.dflag == 2) {
         game.dflag = 3;
+    }
     if (attack > 1) {
         rspeak(THROWN_KNIVES, attack);
         rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
@@ -392,8 +424,9 @@ static bool dwarfmove(void)
         rspeak(KNIFE_THROWN);
         rspeak(stick ? GETS_YOU : MISSES_YOU);
     }
-    if (stick == 0)
+    if (stick == 0) {
         return true;
+    }
     game.oldlc2 = game.loc;
     return false;
 }
@@ -417,9 +450,8 @@ static bool dwarfmove(void)
  *  building (and heaven help him if he tries to xyzzy back into the
  *  cave without the lamp!).  game.oldloc is zapped so he can't just
  *  "retreat". */
-static void croak(void)
+static void croak(void) {
 /*  Okay, he's dead.  Let's get on with it. */
-{
     const char* query = obituaries[game.numdie].query;
     const char* yes_response = obituaries[game.numdie].yes_response;
 
@@ -439,9 +471,9 @@ 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)) {
@@ -453,9 +485,8 @@ static void croak(void)
     }
 }
 
-static void describe_location(void)
+static void describe_location(void) {
 /* Describe the location to the user */
-{
     const char* msg = locations[game.loc].description.small;
 
     if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
@@ -465,8 +496,9 @@ static void describe_location(void)
         msg = arbitrary_messages[PITCH_DARK];
     }
 
-    if (TOTING(BEAR))
+    if (TOTING(BEAR)) {
         rspeak(TAME_BEAR);
+    }
 
     speak(msg);
 
@@ -475,9 +507,8 @@ static void describe_location(void)
 }
 
 
-static bool traveleq(int a, int b)
+static bool traveleq(int a, int b) {
 /* Are two travel entries equal for purposes of skip after failed condition? */
-{
     return (travel[a].condtype == travel[b].condtype)
            && (travel[a].condarg1 == travel[b].condarg1)
            && (travel[a].condarg2 == travel[b].condarg2)
@@ -496,11 +527,12 @@ static void playermove(int motion)
 {
     int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
-    if (travel_entry == 0)
+    if (travel_entry == 0) {
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
-    if (motion == NUL)
+    }
+    if (motion == NUL) {
         return;
-    else if (motion == BACK) {
+    else if (motion == BACK) {
         /*  Handle "go back".  Look for verb which goes from game.loc to
          *  game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
          *  te_tmp saves entry -> forced loc -> previous loc. */
@@ -547,8 +579,9 @@ static void playermove(int motion)
         /*  Look.  Can't give more detail.  Pretend it wasn't dark
          *  (though it may now be dark) so he won't fall into a
          *  pit while staring into the gloom. */
-        if (game.detail < 3)
-            rspeak(NO_MORE_DETAIL);
+       if (game.detail < 3) {
+             rspeak(NO_MORE_DETAIL);
+       }
         ++game.detail;
         game.wzdark = false;
         game.locs[game.loc].abbrev = 0;
@@ -628,8 +661,9 @@ static void playermove(int motion)
                     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.
                  * Skip to next non-matching destination */
@@ -646,8 +680,9 @@ static void playermove(int motion)
             /* Found an eligible rule, now execute it */
             enum desttype_t desttype = travel[travel_entry].desttype;
             game.newloc = travel[travel_entry].destval;
-            if (desttype == dest_goto)
+            if (desttype == dest_goto) {
                 return;
+           }
 
             if (desttype == dest_speak) {
                 /* Execute a speak rule */
@@ -698,9 +733,9 @@ 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);
@@ -710,15 +745,16 @@ 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 (!TOTING(BEAR))
+                        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;
@@ -733,11 +769,11 @@ static void playermove(int motion)
     (false);
 }
 
-static void lampcheck(void)
+static void lampcheck(void) {
 /* Check game limit and lamp timers */
-{
-    if (game.prop[LAMP] == LAMP_BRIGHT)
-        --game.limit;
+    if (game.objects[LAMP].prop == LAMP_BRIGHT) {
+         --game.limit;
+    }
 
     /*  Another way we can force an end to things is by having the
      *  lamp give out.  When it gets close, we come here to warn him.
@@ -746,57 +782,59 @@ 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
              * the game hangs when the lamp limit is reached.
              */
-            if (TOTING(BATTERY))
+            if (TOTING(BATTERY)) {
                 drop(BATTERY, game.loc);
+           }
 #endif
             game.limit += BATTERYLIFE;
             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
+           } else {
                 rspeak(GET_BATTERIES);
+           }
         }
     }
     if (game.limit == 0) {
         game.limit = -1;
-        game.prop[LAMP] = LAMP_DARK;
-        if (HERE(LAMP))
+        game.objects[LAMP].prop = LAMP_DARK;
+        if (HERE(LAMP)) {
             rspeak(LAMP_OUT);
+       }
     }
 }
 
-static bool closecheck(void)
 /*  Handle the closing of the cave.  The cave closes "clock1" turns
  *  after the last treasure has been located (including the pirate's
  *  chest, which may of course never show up).  Note that the
  *  treasures need not have been taken yet, just located.  Hence
  *  clock1 must be large enough to get out of the cave (it only ticks
- *  while inside the cave).  When it hits zero, we branch to 10000 to
- *  start closing the cave, and then sit back and wait for him to try
- *  to get out.  If he doesn't within clock2 turns, we close the cave;
- *  if he does try, we assume he panics, and give him a few additional
- *  turns to get frantic before we close.  When clock2 hits zero, we
- *  transport him into the final puzzle.  Note that the puzzle depends
- *  upon all sorts of random things.  For instance, there must be no
- *  water or oil, since there are beanstalks which we don't want to be
- *  able to water, since the code can't handle it.  Also, we can have
- *  no keys, since there is a grate (having moved the fixed object!)
- *  there separating him from all the treasures.  Most of these
- *  problems arise from the use of negative prop numbers to suppress
- *  the object descriptions until he's actually moved the objects. */
-{
+ *  while inside the cave).  When it hits zero, we start closing the
+ *  cave, and then sit back and wait for him to try to get out.  If he
+ *  doesn't within clock2 turns, we close the cave; if he does try, we
+ *  assume he panics, and give him a few additional turns to get
+ *  frantic before we close.  When clock2 hits zero, we transport him
+ *  into the final puzzle.  Note that the puzzle depends upon all
+ *  sorts of random things.  For instance, there must be no water or
+ *  oil, since there are beanstalks which we don't want to be able to
+ *  water, since the code can't handle it.  Also, we can have no keys,
+ *  since there is a grate (having moved the fixed object!)  there
+ *  separating him from all the treasures.  Most of these problems
+ *  arise from the use of negative prop numbers to suppress the object
+ *  descriptions until he's actually moved the objects. */
+static bool closecheck(void) {
     /* If a turn threshold has been met, apply penalties and tell
      * the player about it. */
     for (int i = 0; i < NTHRESHOLDS; ++i) {
@@ -807,8 +845,9 @@ static bool closecheck(void)
     }
 
     /*  Don't tick game.clock1 unless well into cave (and not at Y2). */
-    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
+    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
         --game.clock1;
+    }
 
     /*  When the first warning comes, we lock the grate, destroy
      *  the bridge, kill all the dwarves (and the pirate), remove
@@ -824,8 +863,8 @@ 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.dwarves[i].seen = false;
             game.dwarves[i].loc = LOC_NOWHERE;
@@ -835,12 +874,13 @@ static bool closecheck(void)
         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;
@@ -859,36 +899,37 @@ static bool closecheck(void)
          *  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 carrying (lest he has 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);
+        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, STATE_FOUND);
         game.loc = LOC_NE;
         game.oldloc = LOC_NE;
         game.newloc = LOC_NE;
         /*  Leave the grate with normal (non-negative) property.
          *  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.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
-        game.fixed[MIRROR] = LOC_SW;
+        move(GRATE, LOC_SW);
+        move(SIGN, LOC_SW);
+        game.objects[SIGN].prop = ENDGAME_SIGN;
+        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);
+
+        put(MIRROR, LOC_NE, STATE_FOUND);
+        game.objects[MIRROR].fixed = LOC_SW;
 
         for (int i = 1; i <= NOBJECTS; i++) {
-            if (TOTING(i))
-                DESTROY(i);
+           if (TOTING(i)) {
+                 DESTROY(i);
+           }
         }
 
         rspeak(CAVE_CLOSED);
@@ -900,7 +941,7 @@ static bool closecheck(void)
     return false;
 }
 
-static void listobjects(void)
+static void listobjects(void) {
 /*  Print out descriptions of objects at this location.  If
  *  not closing and property value is negative, tally off
  *  another treasure.  Rug is special case; once seen, its
@@ -908,25 +949,34 @@ static void listobjects(void)
  *  Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
  *  bear).  These hacks are because game.prop=0 is needed to
  *  get full score. */
-{
     if (!DARK(game.loc)) {
         ++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)
+            if (obj > NOBJECTS) {
                 obj = obj - NOBJECTS;
-            if (obj == STEPS && TOTING(NUGGET))
+           }
+            if (obj == STEPS && TOTING(NUGGET)) {
                 continue;
-            if (game.prop[obj] < 0) {
-                if (game.closed)
-                    continue;
-                game.prop[obj] = STATE_FOUND;
-                if (obj == RUG)
-                    game.prop[RUG] = RUG_DRAGON;
-                if (obj == CHAIN)
-                    game.prop[CHAIN] = CHAINING_BEAR;
-               if (obj == EGGS)
+           }
+           /* (ESR) Warning: it looks like you could get away with
+            * running this code only on objects with the treasure
+            * property set. Nope.  There is mystery here.
+            */
+            if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
+               if (game.closed) {
+                     continue;
+               }
+                PROP_SET_FOUND(obj);
+                if (obj == RUG) {
+                    game.objects[RUG].prop = RUG_DRAGON;
+               }
+                if (obj == CHAIN) {
+                    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
@@ -943,17 +993,17 @@ static void listobjects(void)
                  *  gross blunder isn't likely to find everything else anyway
                  *  (so goes the rationalisation). */
             }
-            int kk = game.prop[obj];
-            if (obj == STEPS)
-                kk = (game.loc == game.fixed[STEPS])
+            int kk = game.objects[obj].prop;
+            if (obj == STEPS) {
+                kk = (game.loc == game.objects[STEPS].fixed)
                      ? STEPS_UP
                      : STEPS_DOWN;
+           }
             pspeak(obj, look, true, kk);
         }
     }
 }
 
-static bool preprocess_command(command_t *command)
 /* Pre-processes a command input to see if we need to tease out a few specific cases:
  * - "enter water" or "enter stream":
  *   weird specific case that gets the user wet, and then kicks us back to get another command
@@ -970,13 +1020,14 @@ static bool preprocess_command(command_t *command)
  *
  * Returns true if pre-processing is complete, and we're ready to move to the primary command
  * processing, false otherwise. */
-{
+static bool preprocess_command(command_t *command) {
     if (command->word[0].type == MOTION && command->word[0].id == ENTER
         && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
-        if (LIQLOC(game.loc) == WATER)
-            rspeak(FEET_WET);
-        else
-            rspeak(WHERE_QUERY);
+       if (LIQLOC(game.loc) == WATER) {
+             rspeak(FEET_WET);
+       } else {
+             rspeak(WHERE_QUERY);
+       }
     } else {
         if (command->word[0].type == OBJECT) {
             /* From OV to VO form */
@@ -1026,15 +1077,15 @@ static bool preprocess_command(command_t *command)
     return false;
 }
 
-static bool do_move(void)
+static bool do_move(void) {
 /* Actually execute the move to the new location and dwarf movement */
-{
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
-        if (!game.panic)
+        if (!game.panic) {
             game.clock2 = PANICTIME;
+       }
         game.panic = true;
     }
 
@@ -1053,11 +1104,13 @@ static bool do_move(void)
     }
     game.loc = game.newloc;
 
-    if (!dwarfmove())
+    if (!dwarfmove()) {
         croak();
+    }
 
-    if (game.loc == LOC_NOWHERE)
+    if (game.loc == LOC_NOWHERE) {
         croak();
+    }
 
     /* The easiest way to get killed is to fall into a pit in
      * pitch darkness. */
@@ -1071,9 +1124,8 @@ static bool do_move(void)
     return true;
 }
 
-static bool do_command(void)
+static bool do_command(void) {
 /* Get and execute a command */
-{
     static command_t command;
     clear_command(&command);
 
@@ -1094,23 +1146,26 @@ static bool do_command(void)
         while (command.state <= GIVEN) {
 
             if (game.closed) {
-                /*  If closing time, check for any objects being toted with
-                 *  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))
-                    pspeak(OYSTER, look, true, 1);
+                /*  If closing time, check for any stashed objects
+                 *  being toted and unstash them.  This way objects
+                 *  won't be described until they've been picked up
+                 *  and put down separate from their respective
+                 *  piles. */
+               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.prop[i] < 0)
-                        game.prop[i] = STASHED(i);
+                    if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+                        game.objects[i].prop = PROP_STASHED(i);
                 }
             }
 
             /* Check to see if the room is dark. If the knife is here,
              * and it's dark, the knife permanently disappears */
             game.wzdark = DARK(game.loc);
-            if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
+            if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc) {
                 game.knfloc = LOC_NOWHERE;
+           }
 
             /* Check some for hints, get input from user, increment
              * turn, and pre-process commands. Keep going until
@@ -1119,8 +1174,9 @@ static bool do_command(void)
                 checkhints();
 
                 /* Get command input from user */
-                if (!get_command_input(&command))
+                if (!get_command_input(&command)) {
                     return false;
+               }
 
                 /* Every input, check "foobar" flag. If zero, nothing's going
                  * on. If pos, make neg. If neg, he skipped a word, so make it
@@ -1133,8 +1189,9 @@ static bool do_command(void)
             }
 
             /* check if game is closed, and exit if it is */
-            if (closecheck() )
+            if (closecheck()) {
                 return true;
+           }
 
             /* loop until all words in command are processed */
             while (command.state == PREPROCESSED ) {
@@ -1149,12 +1206,14 @@ static bool do_command(void)
 
                 /* Give user hints of shortcuts */
                 if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
-                    if (++game.iwest == 10)
-                        rspeak(W_IS_WEST);
+                   if (++game.iwest == 10) {
+                         rspeak(W_IS_WEST);
+                   }
                 }
                 if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
-                    if (++game.igo == 10)
-                        rspeak(GO_UNNEEDED);
+                   if (++game.igo == 10) {
+                         rspeak(GO_UNNEEDED);
+                   }
                 }
 
                 switch (command.word[0].type) {
@@ -1167,10 +1226,11 @@ static bool do_command(void)
                     command.obj = command.word[0].id;
                     break;
                 case ACTION:
-                    if (command.word[1].type == NUMERIC)
-                        command.part = transitive;
-                    else
-                        command.part = intransitive;
+                   if (command.word[1].type == NUMERIC) {
+                         command.part = transitive;
+                   } else {
+                         command.part = intransitive;
+                   }
                     command.verb = command.word[0].id;
                     break;
                 case NUMERIC:
@@ -1272,10 +1332,11 @@ int main(int argc, char *argv[])
            break; // LCOV_EXCL_LINE
         case 'l':
             settings.logfp = fopen(optarg, "w");
-            if (settings.logfp == NULL)
+            if (settings.logfp == NULL) {
                 fprintf(stderr,
                         "advent: can't open logfile %s for write\n",
                         optarg);
+           }
             signal(SIGINT, sig_handler);
             break;
         case 'o':
@@ -1292,10 +1353,11 @@ int main(int argc, char *argv[])
 #elif !defined ADVENT_NOSAVE
         case 'r':
             rfp = fopen(optarg, "r");
-            if (rfp == NULL)
+            if (rfp == NULL) {
                 fprintf(stderr,
                         "advent: can't open save file %s for read\n",
                         optarg);
+           }
             break;
 #endif
         default:
@@ -1328,8 +1390,9 @@ int main(int argc, char *argv[])
 #if !defined ADVENT_NOSAVE
     if (!rfp) {
         game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
-        if (game.novice)
+        if (game.novice) {
             game.limit = NOVICELIMIT;
+       }
     } else {
         restore(rfp);
 #if defined ADVENT_AUTOSAVE
@@ -1351,18 +1414,21 @@ int main(int argc, char *argv[])
         game.limit = NOVICELIMIT;
 #endif
 
-    if (settings.logfp)
+    if (settings.logfp) {
         fprintf(settings.logfp, "seed %d\n", seedval);
+    }
 
     /* interpret commands until EOF or interrupt */
     for (;;) {
         // if we're supposed to move, move
-        if (!do_move())
-            continue;
+       if (!do_move()) {
+             continue;
+       }
 
-        // get command
-        if (!do_command())
-            break;
+         // get command
+       if (!do_command()) {
+             break;
+       }
     }
     /* show score and exit */
     terminate(quitgame);