if (HERE(ROD2))
game.bonus = SPLATTER_MESSAGE;
RSPEAK(game.bonus);
- score(endgame);
+ terminate(endgame);
}
}
if (AT(GRATE))obj = GRATE;
if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
if (HERE(CHAIN))obj = CHAIN;
- if (obj == 0) {
+ if (obj == 0 || obj == INTRANSITIVE) {
RSPEAK(spk);
return GO_CLEAROBJ;
}
return chain(verb);
if (game.closng) {
spk = EXIT_CLOSED;
- if (!game.panic)game.clock2 = 15;
+ if (!game.panic)game.clock2 = PANICTIME;
game.panic = true;
} else {
spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
- score(quitgame);
+ terminate(quitgame);
return GO_CLEAROBJ;
}
return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
}
-static int vscore(void)
-/* Score. Call scoring routine but tell it to return. */
-{
- score(scoregame);
- return GO_CLEAROBJ;
-}
-
static int wake(token_t verb, token_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
blast();
return GO_CLEAROBJ;
case 23: /* SCOR */
- return vscore();
+ score(scoregame);
+ return GO_CLEAROBJ;
case 24: /* FOO */
return bigwords(WD1);
case 25: /* BRIEF */