{
loc_t i, j;
- i = game.place[object];
- j = game.fixed[object];
+ i = game.objects[object].place;
+ j = game.objects[object].fixed;
move(object, i);
move(object + NOBJECTS, j);
}
loc_t from;
if (object > NOBJECTS)
- from = game.fixed[object - NOBJECTS];
+ from = game.objects[object - NOBJECTS].fixed;
else
- from = game.place[object];
+ from = game.objects[object].place;
/* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong... */
if (from != LOC_NOWHERE && from != CARRIED)
carry(object, from);
drop(object, where);
}
-loc_t put(obj_t object, loc_t where, int pval)
+void put(obj_t object, loc_t where, int pval)
/* put() is the same as move(), except it returns a value used to set up the
* negated game.prop values for the repository objects. */
{
move(object, where);
- return (-1) - pval;; // Needs to stay sinchronized with STASHED
+ /* (ESR) Read this in combination with the macro defintions in advebt.h.
+ */
+#ifndef FOUNDBOOL
+ game.objects[object].prop = (-1) - pval; // Needs to stay synchronized with PROP_STASHED
+#else
+ game.objects[object].prop = - pval;; // Needs to stay synchronized with PROP_STASHED
+ game.objects[object].found = true;
+#endif
}
void carry(obj_t object, loc_t where)
int temp;
if (object <= NOBJECTS) {
- if (game.place[object] == CARRIED)
+ if (game.objects[object].place == CARRIED)
return;
- game.place[object] = CARRIED;
+ game.objects[object].place = CARRIED;
/*
* Without this conditional your inventory is overcounted
* game.holdng if the object was being toted. No state change on the object. */
{
if (object > NOBJECTS)
- game.fixed[object - NOBJECTS] = where;
+ game.objects[object - NOBJECTS].fixed = where;
else {
- if (game.place[object] == CARRIED)
+ if (game.objects[object].place == CARRIED)
if (object != BIRD)
/* The bird has to be weightless. This ugly hack (and the
* corresponding code in the carry function) brought to you
* happen.
*/
--game.holdng;
- game.place[object] = where;
+ game.objects[object].place = where;
}
if (where == LOC_NOWHERE || where == CARRIED)
return;
void state_change(obj_t obj, int state)
/* Object must have a change-message list for this to be useful; only some do */
{
- game.prop[obj] = state;
+ game.objects[obj].prop = state;
pspeak(obj, change, true, state);
}