SetBit
SetBit(location[GARDEN].objects, GIRLTALK);
SetBit(location[GARDEN].objects, LAMPON);
SetBit(location[GARDEN].objects, ROPE);
SetBit(location[position].objects, CRASH);
SetBit(nightfile[p->room].objects, p->obj);
SetBit(location[position].objects, DEADGOD);
SetBit(location[position].objects, DEADGOD);
SetBit(location[position].objects, DEADTIME);
SetBit(location[position].objects, DEADNATIVE);
SetBit(location[ahead].objects, WOODSMAN);
SetBit(location[ahead].objects, DEADWOOD);
SetBit(location[ahead].objects, MALLET);
SetBit(location[back].objects, WOODSMAN);
SetBit(location[back].objects, DEADWOOD);
SetBit(location[back].objects, MALLET);
SetBit(location[left].objects, WOODSMAN);
SetBit(location[left].objects, DEADWOOD);
SetBit(location[left].objects, MALLET);
SetBit(location[right].objects, WOODSMAN);
SetBit(location[right].objects, DEADWOOD);
SetBit(location[right].objects, MALLET);
SetBit(location[position].objects, TALISMAN);
SetBit(location[position].objects, AMULET);
SetBit(location[position].objects, NORMGOD);
SetBit(wear, value);
SetBit(location[180].objects, DEADGOD);
SetBit(location[position].objects, DEADGOD);
SetBit(location[position].objects, DEADTIME);
SetBit(location[position].objects, DEADNATIVE);
SetBit(location[position].objects, DEADWOOD);
SetBit(location[position].objects, COMPASS);
SetBit(location[position].objects, KNIFE);
SetBit(location[position].objects, MACE);
SetBit(location[position].objects, n);
SetBit(location[deposit].objects, value);
SetBit(location[deposit].objects, CHAR);
SetBit(location[position].objects, value);
SetBit(inven, value);
SetBit(location[position].objects, MEDALION);
SetBit(location[position].objects, n);
SetBit(location[position].objects, DEADWOOD);
SetBit(location[position].objects, HALBERD);
SetBit(location[position].objects, CRASH);
SetBit(location[position].objects, HORSE);
SetBit(location[position].objects, VIPER);
SetBit(location[position].objects, LASER);
SetBit(wear, PAJAMAS);
SetBit(location[p->room].objects, p->obj);