/* 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;