Structurize object info.
authorEric S. Raymond <esr@thyrsus.com>
Fri, 7 Apr 2023 13:51:49 +0000 (09:51 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Fri, 7 Apr 2023 14:35:13 +0000 (10:35 -0400)
actions.c
advent.h
init.c
main.c
misc.c
saveresume.c
score.c

index 4a86f019737d8c1fd75c362782e606831adf502e..20f0b9041bcd7bae6d3af99ff715e542c90c3495 100644 (file)
--- 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) {
index 8150aa25accacfca6526ddcb41303f610f0e5f99..04d2fc29f9544efa13b4ad9a5cd9860891583837 100644 (file)
--- a/advent.h
+++ b/advent.h
@@ -51,7 +51,7 @@
 /* Map a state property value to a negative range, where the object cannot be
  * picked up but the value can be recovered later.  Avoid colliding with -1,
  * which has its own meaning as STATE_NOTFOUND. */
-#define STASHED(obj)   (-1 - game.prop[obj])
+#define STASHED(obj)   (-1 - game.objects[obj].prop)
 
 #define PROMPT "> "
 
  */
 #define DESTROY(N)   move(N, LOC_NOWHERE)
 #define MOD(N,M)     ((N) % (M))
-#define TOTING(OBJ)  (game.place[OBJ] == CARRIED)
-#define AT(OBJ)      (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
+#define TOTING(OBJ)  (game.objects[OBJ].place == CARRIED)
+#define AT(OBJ)      (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
 #define HERE(OBJ)    (AT(OBJ) || TOTING(OBJ))
 #define CNDBIT(L,N)  (tstbit(conditions[L],N))
-#define LIQUID()     (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQUID()     (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
 #define LIQLOC(LOC)  (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
 #define FORCED(LOC)  CNDBIT(LOC, COND_FORCED)
-#define DARK(DUMMY)  (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define DARK(DUMMY)  (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
 #define PCT(N)       (randrange(100) < (N))
 #define GSTONE(OBJ)  ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
 #define FOREST(LOC)  CNDBIT(LOC, COND_FOREST)
@@ -191,12 +191,14 @@ struct game_t {
        loc_t loc;               // location of dwarves, initially hard-wired in
        loc_t oldloc;            // prior loc of each dwarf, initially garbage
     } dwarves[NDWARVES + 1];
-    loc_t fixed[NOBJECTS + 1];   // fixed location of object (if  not IS_FREE)
+    struct object {
+       loc_t fixed;             // fixed location of object (if not IS_FREE)
+        int prop;                // object state */
+       loc_t place;             // location of object
+    } objects[NOBJECTS + 1];
     obj_t link[NOBJECTS * 2 + 1];// object-list links
-    loc_t place[NOBJECTS + 1];   // location of object
     bool hinted[NHINTS];         // hinted[i] = true iff hint i has been used.
     int hintlc[NHINTS];          // hintlc[i] = show int at LOC with cond bit i
-    int prop[NOBJECTS + 1];      // object state array */
 };
 
 /*
diff --git a/init.c b/init.c
index 29737bedc06959d16e3c862b98ad6ee24e156998..c384f7106f84e685de34eb36ea91c5221daae591 100644 (file)
--- a/init.c
+++ b/init.c
@@ -53,7 +53,7 @@ int initialise(void)
     set_seed(seedval);
 
     for (int i = 1; i <= NOBJECTS; i++) {
-        game.place[i] = LOC_NOWHERE;
+        game.objects[i].place = LOC_NOWHERE;
     }
 
     for (int i = 1; i <= NLOCATIONS; i++) {
@@ -79,7 +79,7 @@ int initialise(void)
 
     for (int i = 1; i <= NOBJECTS; i++) {
         int k = NOBJECTS + 1 - i;
-        game.fixed[k] = objects[k].fixd;
+        game.objects[k].fixed = objects[k].fixd;
         if (objects[k].plac != 0 && objects[k].fixd <= 0)
             drop(k, objects[k].plac);
     }
@@ -90,8 +90,8 @@ int initialise(void)
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
         if (objects[treasure].is_treasure) {
             if (objects[treasure].inventory != 0)
-                game.prop[treasure] = STATE_NOTFOUND;
-            game.tally = game.tally - game.prop[treasure];
+                game.objects[treasure].prop = STATE_NOTFOUND;
+            game.tally = game.tally - game.objects[treasure].prop;
         }
     }
     game.conds = setbit(COND_HBASE);
diff --git a/main.c b/main.c
index 98a1d7fbe30c7f9d53693dcf3fa0c2cd36af35c7..5e7d6abf932a1713c2c5f4e719cacae5a77d4325 100644 (file)
--- a/main.c
+++ b/main.c
@@ -117,12 +117,12 @@ static void checkhints(void)
                 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;
                     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 */
@@ -139,7 +139,7 @@ static void checkhints(void)
                     game.hintlc[hint] = 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;
                     return;
@@ -166,7 +166,7 @@ static void checkhints(void)
                         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;
                     return;
@@ -199,7 +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;
@@ -220,7 +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;
     }
@@ -245,7 +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);
@@ -439,9 +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)) {
@@ -628,7 +628,7 @@ 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.
@@ -698,9 +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);
@@ -710,15 +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;
@@ -736,7 +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
@@ -746,9 +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
@@ -761,9 +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);
@@ -771,7 +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);
     }
@@ -824,8 +824,8 @@ 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 +835,12 @@ 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;
@@ -863,12 +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;
@@ -876,15 +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))
@@ -917,14 +917,14 @@ static void listobjects(void)
                 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;
@@ -943,9 +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);
@@ -1098,11 +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);
                 }
             }
 
diff --git a/misc.c b/misc.c
index 450f727cca9425bf814b4a64bff8be965f09ed5f..b8bc4613bc313c995ece1af9699636433a434bf9 100644 (file)
--- a/misc.c
+++ b/misc.c
@@ -571,8 +571,8 @@ void juggle(obj_t object)
 {
     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);
 }
@@ -586,9 +586,9 @@ void move(obj_t object, loc_t where)
     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);
@@ -611,9 +611,9 @@ 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
@@ -641,9 +641,9 @@ void drop(obj_t object, loc_t where)
  *  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
@@ -652,7 +652,7 @@ void drop(obj_t object, loc_t where)
                  * happen.
                  */
                 --game.holdng;
-        game.place[object] = where;
+        game.objects[object].place = where;
     }
     if (where == LOC_NOWHERE || where == CARRIED)
         return;
@@ -738,7 +738,7 @@ void bug(enum bugtype num, const char *error_string)
 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);
 }
 
index 53278ae7ec23d902cee1d2e597101852899e2b04..4cac0343a2a41f7c7a59a573ba61caa44414cf30 100644 (file)
@@ -197,8 +197,8 @@ bool is_valid(struct game_t valgame)
     }
 
     for (int i = 0; i <= NOBJECTS; i++) {
-        if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS  ||
-            valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
+        if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS  ||
+            valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
             return false;      // LCOV_EXCL_LINE
         }
     }
@@ -218,7 +218,7 @@ bool is_valid(struct game_t valgame)
     int temp_tally = 0;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
         if (objects[treasure].is_treasure) {
-            if (valgame.prop[treasure] == STATE_NOTFOUND) {
+            if (valgame.objects[treasure].prop == STATE_NOTFOUND) {
                 ++temp_tally;
             }
         }
@@ -230,7 +230,7 @@ bool is_valid(struct game_t valgame)
     /* Check that properties of objects aren't beyond expected */
     for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
        /* Magic number -2 allows a STASHED version of state 1 */
-        if (valgame.prop[obj] < -2 || valgame.prop[obj] > 1) {
+        if (valgame.objects[obj].prop < -2 || valgame.objects[obj].prop > 1) {
             switch (obj) {
             case RUG:
             case DRAGON:
@@ -243,11 +243,11 @@ bool is_valid(struct game_t valgame)
             case EGGS:
             case VASE:
             case CHAIN:
-                if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
+                if (valgame.objects[obj].prop == 2) // There are multiple different states, but it's convenient to clump them together
                     continue;  // LCOV_EXCL_LINE
             /* FALLTHRU */
             case BEAR:
-                if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
+                if (valgame.objects[BEAR].prop == CONTENTED_BEAR || valgame.objects[BEAR].prop == BEAR_DEAD)
                     continue;
             /* FALLTHRU */
             default:
diff --git a/score.c b/score.c
index 8e37374591b165bd7787be8245aecdd58f2255f3..d3eeb0aa7848d9d448a5460eea09c05acb6dbc41 100644 (file)
--- a/score.c
+++ b/score.c
@@ -48,9 +48,9 @@ int score(enum termination mode)
                 k = 14;
             if (i > CHEST)
                 k = 16;
-            if (game.prop[i] > STATE_NOTFOUND)
+            if (game.objects[i].prop > STATE_NOTFOUND)
                 score += 2;
-            if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND)
+            if (game.objects[i].place == LOC_BUILDING && game.objects[i].prop == STATE_FOUND)
                 score += k - 2;
             mxscor += k;
         }
@@ -86,7 +86,7 @@ int score(enum termination mode)
     mxscor += 45;
 
     /* Did he come to Witt's End as he should? */
-    if (game.place[MAGAZINE] == LOC_WITTSEND)
+    if (game.objects[MAGAZINE].place == LOC_WITTSEND)
         score += 1;
     mxscor += 1;