X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions.c;fp=actions.c;h=20f0b9041bcd7bae6d3af99ff715e542c90c3495;hp=4a86f019737d8c1fd75c362782e606831adf502e;hb=eebc87f889b0fa1404684aa6e72dda5a5e53d96b;hpb=8fe07c8bf36b1c06e8cf8689c04629df0fe51504 diff --git a/actions.c b/actions.c index 4a86f01..20f0b90 100644 --- a/actions.c +++ b/actions.c @@ -34,7 +34,7 @@ static phase_codes_t attack(command_t command) obj = SNAKE; ++changes; } - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { obj = DRAGON; ++changes; } @@ -46,7 +46,7 @@ static phase_codes_t attack(command_t command) obj = OGRE; ++changes; } - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { obj = BEAR; ++changes; } @@ -83,13 +83,13 @@ static phase_codes_t attack(command_t command) } if (obj == VEND) { state_change(VEND, - game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); + game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS); return GO_CLEAROBJ; } if (obj == BEAR) { - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { case UNTAMED_BEAR: rspeak(BEAR_HANDS); break; @@ -105,7 +105,7 @@ static phase_codes_t attack(command_t command) } return GO_CLEAROBJ; } - if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) { + if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) { /* Fun stuff for dragon. If he insists on attacking it, win! * Set game.prop to dead, move dragon to central loc (still * fixed), move rug there (not fixed), and move him there, @@ -116,7 +116,7 @@ static phase_codes_t attack(command_t command) return GO_MOVE; } state_change(DRAGON, DRAGON_DEAD); - game.prop[RUG] = RUG_FLOOR; + game.objects[RUG].prop = RUG_FLOOR; /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly. * The way it was computed before was worse; it depended on the * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and @@ -128,8 +128,8 @@ static phase_codes_t attack(command_t command) move(RUG, LOC_SECRET5); drop(BLOOD, LOC_SECRET5); for (obj_t i = 1; i <= NOBJECTS; i++) { - if (game.place[i] == objects[DRAGON].plac || - game.place[i] == objects[DRAGON].fixd) + if (game.objects[i].place == objects[DRAGON].plac || + game.objects[i].place == objects[DRAGON].fixd) move(i, LOC_SECRET5); } game.loc = LOC_SECRET5; @@ -210,15 +210,16 @@ static phase_codes_t bigwords(vocab_t id) return GO_CLEAROBJ; } game.foobar = WORD_EMPTY; - if (game.place[EGGS] == objects[EGGS].plac || + if (game.objects[EGGS].place == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { rspeak(NOTHING_HAPPENS); return GO_CLEAROBJ; } else { /* Bring back troll if we steal the eggs back from him before * crossing. */ - if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) - game.prop[TROLL] = TROLL_PAIDONCE; + if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE + && game.objects[TROLL].prop == TROLL_UNPAID) + game.objects[TROLL].prop = TROLL_PAIDONCE; if (HERE(EGGS)) pspeak(EGGS, look, true, EGGS_VANISHED); else if (game.loc == objects[EGGS].plac) @@ -243,7 +244,7 @@ static phase_codes_t bigwords(vocab_t id) static void blast(void) /* Blast. No effect unless you've got dynamite, which is a neat trick! */ { - if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed) + if (game.objects[ROD2].prop == STATE_NOTFOUND || !game.closed) rspeak(REQUIRES_DYNAMITE); else { if (HERE(ROD2)) { @@ -273,11 +274,11 @@ static phase_codes_t vbreak(verb_t verb, obj_t obj) break; } case VASE: - if (game.prop[VASE] == VASE_WHOLE) { + if (game.objects[VASE].prop == VASE_WHOLE) { if (TOTING(VASE)) drop(VASE, game.loc); state_change(VASE, VASE_BROKEN); - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].fixed = IS_FIXED; break; } /* FALLTHRU */ @@ -321,20 +322,20 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.fixed[obj] != IS_FREE) { + if (game.objects[obj].fixed != IS_FREE) { switch (obj) { case PLANT: /* Next guard tests whether plant is tiny or stashed */ - rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); + rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING); break; case BEAR: - rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); + rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING); break; case CHAIN: - rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); + rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING); break; case RUG: - rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); + rspeak(game.objects[RUG].prop == RUG_HOVER ? RUG_HOVERS : YOU_JOKING); break; case URN: rspeak(URN_NOBUDGE); @@ -360,7 +361,7 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) rspeak(NO_CONTAINER); return GO_CLEAROBJ; } - if (game.prop[BOTTLE] == EMPTY_BOTTLE) { + if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) { return (fill(verb, BOTTLE)); } else rspeak(BOTTLE_FULL); @@ -375,8 +376,8 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) } - if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { - if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) { + if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) { + if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) { DESTROY(BIRD); rspeak(BIRD_CRAP); return GO_CLEAROBJ; @@ -389,10 +390,10 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) rspeak(BIRD_EVADES); return GO_CLEAROBJ; } - game.prop[BIRD] = BIRD_CAGED; + game.objects[BIRD].prop = BIRD_CAGED; } if ((obj == BIRD || obj == CAGE) && - (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { + (game.objects[BIRD].prop == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) { /* expression maps BIRD to CAGE and CAGE to BIRD */ carry(BIRD + CAGE - obj, game.loc); } @@ -400,11 +401,11 @@ static phase_codes_t vcarry(verb_t verb, obj_t obj) carry(obj, game.loc); if (obj == BOTTLE && LIQUID() != NO_OBJECT) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; - if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) { - game.prop[obj] = STATE_FOUND; - game.prop[CAVITY] = CAVITY_EMPTY; + if (GSTONE(obj) && game.objects[obj].prop != STATE_FOUND) { + game.objects[obj].prop = STATE_FOUND; + game.objects[CAVITY].prop = CAVITY_EMPTY; } rspeak(OK_MAN); return GO_CLEAROBJ; @@ -414,36 +415,36 @@ static int chain(verb_t verb) /* Do something to the bear's chain */ { if (verb != LOCK) { - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { rspeak(BEAR_BLOCKS); return GO_CLEAROBJ; } - if (game.prop[CHAIN] == CHAIN_HEAP) { + if (game.objects[CHAIN].prop == CHAIN_HEAP) { rspeak(ALREADY_UNLOCKED); return GO_CLEAROBJ; } - game.prop[CHAIN] = CHAIN_HEAP; - game.fixed[CHAIN] = IS_FREE; - if (game.prop[BEAR] != BEAR_DEAD) - game.prop[BEAR] = CONTENTED_BEAR; + game.objects[CHAIN].prop = CHAIN_HEAP; + game.objects[CHAIN].fixed = IS_FREE; + if (game.objects[BEAR].prop != BEAR_DEAD) + game.objects[BEAR].prop = CONTENTED_BEAR; - switch (game.prop[BEAR]) { + switch (game.objects[BEAR].prop) { // LCOV_EXCL_START case BEAR_DEAD: /* Can't be reached until the bear can die in some way other * than a bridge collapse. Leave in in case this changes, but * exclude from coverage testing. */ - game.fixed[BEAR] = IS_FIXED; + game.objects[BEAR].fixed = IS_FIXED; break; // LCOV_EXCL_STOP default: - game.fixed[BEAR] = IS_FREE; + game.objects[BEAR].fixed = IS_FREE; } rspeak(CHAIN_UNLOCKED); return GO_CLEAROBJ; } - if (game.prop[CHAIN] != CHAIN_HEAP) { + if (game.objects[CHAIN].prop != CHAIN_HEAP) { rspeak(ALREADY_LOCKED); return GO_CLEAROBJ; } @@ -452,11 +453,11 @@ static int chain(verb_t verb) return GO_CLEAROBJ; } - game.prop[CHAIN] = CHAIN_FIXED; + game.objects[CHAIN].prop = CHAIN_FIXED; if (TOTING(CHAIN)) drop(CHAIN, game.loc); - game.fixed[CHAIN] = IS_FIXED; + game.objects[CHAIN].fixed = IS_FIXED; rspeak(CHAIN_LOCKED); return GO_CLEAROBJ; @@ -476,12 +477,12 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) { + if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != CAVITY_FULL) { rspeak(GEM_FITS); - game.prop[obj] = STATE_IN_CAVITY; - game.prop[CAVITY] = CAVITY_FULL; - if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || - (obj == RUBY && game.prop[RUG] == RUG_HOVER))) { + game.objects[obj].prop = STATE_IN_CAVITY; + game.objects[CAVITY].prop = CAVITY_FULL; + if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) || + (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) { if (obj == RUBY) rspeak(RUG_SETTLES); else if (TOTING(RUG)) @@ -489,8 +490,8 @@ static phase_codes_t discard(verb_t verb, obj_t obj) else rspeak(RUG_RISES); if (!TOTING(RUG) || obj == RUBY) { - int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; - game.prop[RUG] = k; + int k = (game.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER; + game.objects[RUG].prop = k; if (k == RUG_HOVER) k = objects[SAPPH].plac; move(RUG + NOBJECTS, k); @@ -510,7 +511,7 @@ static phase_codes_t discard(verb_t verb, obj_t obj) if (LIQUID() == obj) obj = BOTTLE; if (obj == BOTTLE && LIQUID() != NO_OBJECT) { - game.place[LIQUID()] = LOC_NOWHERE; + game.objects[LIQUID()].place = LOC_NOWHERE; } if (obj == BEAR && AT(TROLL)) { @@ -529,19 +530,19 @@ static phase_codes_t discard(verb_t verb, obj_t obj) state_change(VASE, AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED); - if (game.prop[VASE] != VASE_WHOLE) - game.fixed[VASE] = IS_FIXED; + if (game.objects[VASE].prop != VASE_WHOLE) + game.objects[VASE].fixed = IS_FIXED; drop(obj, game.loc); return GO_CLEAROBJ; } } - if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) { + if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) { drop(BIRD, game.loc); } if (obj == BIRD) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) { + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) { rspeak(BIRD_BURNT); DESTROY(BIRD); return GO_CLEAROBJ; @@ -552,11 +553,11 @@ static phase_codes_t discard(verb_t verb, obj_t obj) return GO_DWARFWAKE; DESTROY(SNAKE); /* Set game.prop for use by travel options */ - game.prop[SNAKE] = SNAKE_CHASED; + game.objects[SNAKE].prop = SNAKE_CHASED; } else rspeak(OK_MAN); - game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; + game.objects[BIRD].prop = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED; drop(obj, game.loc); return GO_CLEAROBJ; } @@ -587,7 +588,7 @@ static phase_codes_t drink(verb_t verb, obj_t obj) return GO_CLEAROBJ; } if (LIQUID() == WATER && HERE(BOTTLE)) { - game.place[WATER] = LOC_NOWHERE; + game.objects[WATER].place = LOC_NOWHERE; state_change(BOTTLE, EMPTY_BOTTLE); return GO_CLEAROBJ; } @@ -630,9 +631,9 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { - if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) obj = LAMP; - if (HERE(URN) && game.prop[URN] == URN_LIT) + if (HERE(URN) && game.objects[URN].prop == URN_LIT) obj = URN; if (obj == INTRANSITIVE) return GO_UNKNOWN; @@ -640,7 +641,7 @@ static phase_codes_t extinguish(verb_t verb, obj_t obj) switch (obj) { case URN: - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { state_change(URN, URN_DARK); } else { pspeak(URN, change, true, URN_DARK); @@ -671,7 +672,7 @@ static phase_codes_t feed(verb_t verb, obj_t obj) rspeak(BIRD_PINING); break; case DRAGON: - if (game.prop[DRAGON] != DRAGON_BARS) + if (game.objects[DRAGON].prop != DRAGON_BARS) rspeak(RIDICULOUS_ATTEMPT); else rspeak(NOTHING_EDIBLE); @@ -694,15 +695,15 @@ static phase_codes_t feed(verb_t verb, obj_t obj) speak(actions[verb].message); break; case BEAR: - if (game.prop[BEAR] == BEAR_DEAD) { + if (game.objects[BEAR].prop == BEAR_DEAD) { rspeak(RIDICULOUS_ATTEMPT); break; } - if (game.prop[BEAR] == UNTAMED_BEAR) { + if (game.objects[BEAR].prop == UNTAMED_BEAR) { if (HERE(FOOD)) { DESTROY(FOOD); - game.fixed[AXE] = IS_FREE; - game.prop[AXE] = AXE_HERE; + game.objects[AXE].fixed = IS_FREE; + game.objects[AXE].prop = AXE_HERE; state_change(BEAR, SITTING_BEAR); } else rspeak(NOTHING_EDIBLE); @@ -736,14 +737,14 @@ phase_codes_t fill(verb_t verb, obj_t obj) return GO_CLEAROBJ; } rspeak(SHATTER_VASE); - game.prop[VASE] = VASE_BROKEN; - game.fixed[VASE] = IS_FIXED; + game.objects[VASE].prop = VASE_BROKEN; + game.objects[VASE].fixed = IS_FIXED; drop(VASE, game.loc); return GO_CLEAROBJ; } if (obj == URN) { - if (game.prop[URN] != URN_EMPTY) { + if (game.objects[URN].prop != URN_EMPTY) { rspeak(FULL_URN); return GO_CLEAROBJ; } @@ -754,12 +755,12 @@ phase_codes_t fill(verb_t verb, obj_t obj) int k = LIQUID(); switch (k) { case WATER: - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(WATER_URN); break; case OIL: - game.prop[URN] = URN_DARK; - game.prop[BOTTLE] = EMPTY_BOTTLE; + game.objects[URN].prop = URN_DARK; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; rspeak(OIL_URN); break; case NO_OBJECT: @@ -767,7 +768,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) rspeak(FILL_INVALID); return GO_CLEAROBJ; } - game.place[k] = LOC_NOWHERE; + game.objects[k].place = LOC_NOWHERE; return GO_CLEAROBJ; } if (obj != INTRANSITIVE && obj != BOTTLE) { @@ -777,7 +778,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) if (obj == INTRANSITIVE && !HERE(BOTTLE)) return GO_UNKNOWN; - if (HERE(URN) && game.prop[URN] != URN_EMPTY) { + if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) { rspeak(URN_NOPOUR); return GO_CLEAROBJ; } @@ -794,7 +795,7 @@ phase_codes_t fill(verb_t verb, obj_t obj) ? OIL_BOTTLE : WATER_BOTTLE); if (TOTING(BOTTLE)) - game.place[LIQUID()] = CARRIED; + game.objects[LIQUID()].place = CARRIED; return GO_CLEAROBJ; } @@ -830,7 +831,7 @@ static phase_codes_t fly(verb_t verb, obj_t obj) rspeak(FLAP_ARMS); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING2); return GO_CLEAROBJ; } @@ -841,7 +842,7 @@ static phase_codes_t fly(verb_t verb, obj_t obj) speak(actions[verb].message); return GO_CLEAROBJ; } - if (game.prop[RUG] != RUG_HOVER) { + if (game.objects[RUG].prop != RUG_HOVER) { rspeak(RUG_NOTHING1); return GO_CLEAROBJ; } @@ -890,11 +891,11 @@ static phase_codes_t light(verb_t verb, obj_t obj) { if (obj == INTRANSITIVE) { int selects = 0; - if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) { + if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) { obj = LAMP; selects++; } - if (HERE(URN) && game.prop[URN] == URN_DARK) { + if (HERE(URN) && game.objects[URN].prop == URN_DARK) { obj = URN; selects++; } @@ -904,7 +905,7 @@ static phase_codes_t light(verb_t verb, obj_t obj) switch (obj) { case URN: - state_change(URN, game.prop[URN] == URN_EMPTY ? + state_change(URN, game.objects[URN].prop == URN_EMPTY ? URN_EMPTY : URN_LIT); break; @@ -935,9 +936,9 @@ static phase_codes_t listen(void) soundlatch = true; } for (obj_t i = 1; i <= NOBJECTS; i++) { - if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0) + if (!HERE(i) || objects[i].sounds[0] == NULL || game.objects[i].prop < 0) continue; - int mi = game.prop[i]; + int mi = game.objects[i].prop; /* (ESR) Some unpleasant magic on object states here. Ideally * we'd have liked the bird to be a normal object that we can * use state_change() on; can't do it, because there are @@ -1026,7 +1027,7 @@ static phase_codes_t lock(verb_t verb, obj_t obj) rspeak(OYSTER_OPENS); break; case DOOR: - rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); + rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR); break; case CAGE: rspeak( NO_LOCK); @@ -1058,10 +1059,10 @@ static phase_codes_t pour(verb_t verb, obj_t obj) rspeak(CANT_POUR); return GO_CLEAROBJ; } - if (HERE(URN) && game.prop[URN] == URN_EMPTY) + if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) return fill(verb, URN); - game.prop[BOTTLE] = EMPTY_BOTTLE; - game.place[obj] = LOC_NOWHERE; + game.objects[BOTTLE].prop = EMPTY_BOTTLE; + game.objects[obj].place = LOC_NOWHERE; if (!(AT(PLANT) || AT(DOOR))) { rspeak(GROUND_WET); return GO_CLEAROBJ; @@ -1069,8 +1070,8 @@ static phase_codes_t pour(verb_t verb, obj_t obj) if (!AT(DOOR)) { if (obj == WATER) { /* cycle through the three plant states */ - state_change(PLANT, MOD(game.prop[PLANT] + 1, 3)); - game.prop[PLANT2] = game.prop[PLANT]; + state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3)); + game.objects[PLANT2].prop = game.objects[PLANT].prop; return GO_MOVE; } else { rspeak(SHAKING_LEAVES); @@ -1098,7 +1099,7 @@ static phase_codes_t read(command_t command) if (command.obj == INTRANSITIVE) { command.obj = NO_OBJECT; for (int i = 1; i <= NOBJECTS; i++) { - if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) + if (HERE(i) && objects[i].texts[0] != NULL && game.objects[i].prop >= 0) command.obj = command.obj * NOBJECTS + i; } if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) @@ -1116,10 +1117,10 @@ static phase_codes_t read(command_t command) pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well. } } else if (objects[command.obj].texts[0] == NULL || - game.prop[command.obj] == STATE_NOTFOUND) { + game.objects[command.obj].prop == STATE_NOTFOUND) { speak(actions[command.verb].message); } else - pspeak(command.obj, study, true, game.prop[command.obj]); + pspeak(command.obj, study, true, game.objects[command.obj].prop); return GO_CLEAROBJ; } @@ -1131,7 +1132,7 @@ static phase_codes_t reservoir(void) return GO_CLEAROBJ; } else { state_change(RESER, - game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); + game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED); if (AT(RESER)) return GO_CLEAROBJ; else { @@ -1146,10 +1147,10 @@ static phase_codes_t reservoir(void) static phase_codes_t rub(verb_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { - if (obj == URN && game.prop[URN] == URN_LIT) { + if (obj == URN && game.objects[URN].prop == URN_LIT) { DESTROY(URN); drop(AMBER, game.loc); - game.prop[AMBER] = AMBER_IN_ROCK; + game.objects[AMBER].prop = AMBER_IN_ROCK; --game.tally; drop(CAVITY, game.loc); rspeak(URN_GENIES); @@ -1223,16 +1224,16 @@ static phase_codes_t throwit(command_t command) return (discard(command.verb, command.obj)); else { if (atdwrf(game.loc) <= 0) { - if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) + if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) return throw_support(DRAGON_SCALES); if (AT(TROLL)) return throw_support(TROLL_RETURNS); if (AT(OGRE)) return throw_support(OGRE_DODGE); - if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) { + if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) { /* This'll teach him to throw the axe at the bear! */ drop(AXE, game.loc); - game.fixed[AXE] = IS_FIXED; + game.objects[AXE].fixed = IS_FIXED; juggle(BEAR); state_change(AXE, AXE_LOST); return GO_CLEAROBJ; @@ -1295,32 +1296,33 @@ static phase_codes_t wave(verb_t verb, obj_t obj) return GO_CLEAROBJ; } - if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) { + if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place + && game.objects[JADE].prop == STATE_NOTFOUND) { drop(JADE, game.loc); - game.prop[JADE] = STATE_FOUND; + game.objects[JADE].prop = STATE_FOUND; --game.tally; rspeak(NECKLACE_FLY); return GO_CLEAROBJ; } else { if (game.closed) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_DWARFWAKE; } if (game.closng || !AT(FISSURE)) { - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); return GO_CLEAROBJ; } if (HERE(BIRD)) - rspeak((game.prop[BIRD] == BIRD_CAGED) ? + rspeak((game.objects[BIRD].prop == BIRD_CAGED) ? CAGE_FLY : FREE_FLY); state_change(FISSURE, - game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED); + game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED); return GO_CLEAROBJ; } } @@ -1353,10 +1355,10 @@ phase_codes_t action(command_t command) else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) || command.obj == LIQLOC(game.loc))) /* FALL THROUGH */; - else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) { + else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) { command.obj = URN; /* FALL THROUGH */; - } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) { + } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) { command.obj = PLANT2; /* FALL THROUGH */; } else if (command.obj == KNIFE && game.knfloc == game.loc) {