/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == TK[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == TK[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */