game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
break;
game.hintlc[hint] = 0;
return;
* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE);
+ pspeak(TROLL, look, TROLL_PAIDONCE, true);
game.prop[TROLL] = TROLL_UNPAID;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- pspeak(obj, look, kk);
+ pspeak(obj, look, kk, true);
}
}
}
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, 1);
+ pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];
packed_to_token(command.wd2, word2);
V1 = get_vocab_id(word1);
V2 = get_vocab_id(word2);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+ if (V1 == ENTER && (V2 == STREAM || V2 == PROMOTE_WORD(WATER))) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
} else {