obj == LIQLOC(game.loc) ||
(obj == DWARF && ATDWRF(game.loc) > 0))
spk = YOU_HAVEIT;
- if (game.closed)spk = NEEDED_NEreplace;
+ if (game.closed)spk = NEEDED_NEARBY;
if (TOTING(obj))spk = ALREADY_CARRYING;
RSPEAK(spk);
return GO_CLEAROBJ;
static int quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (YES(REALLY_QUIT, OK_MAN, OK_MAN))
+ if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
terminate(quitgame);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
if (obj == OYSTER && !game.clshnt) {
- game.clshnt = YES(CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
+ game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
return GO_CLEAROBJ;
}
PSPEAK(obj, OBJTXT[obj] + game.prop[obj]);