game.loc = LOC_START;
game.limit = 330;
if (!rfp) {
- game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
+ game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)game.limit = 1000;
} else {
restore(rfp);
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
+ if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
RSPEAK(HINT_COST);
- game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
+ game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * HINTS[hint][2];
}
static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ const char* query = obituaries[game.numdie].query;
+ const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
RSPEAK(DEATH_CLOSING);
terminate(endgame);
}
- /* FIXME: Arithmetic on message numbers */
- else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
+ else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = NOWHERE;