} else if (command.obj == OYSTER && !game.clshnt && game.closed) {
game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
} else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
- rspeak(actspk[command.verb]);
+ rspeak(actions[command.verb].message);
} else
pspeak(command.obj, study, game.prop[command.obj]);
return GO_CLEAROBJ;
* (Only way to do so!) Axe also special for dragon, bear, and
* troll. Treasures special for troll. */
{
- int spk = actspk[command->verb];
+ int spk = actions[command->verb].message;
if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
if (!TOTING(command->obj)) {
rspeak(spk);
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- token_t spk = actspk[command->verb];
+ token_t spk = actions[command->verb].message;
if (command->part == unknown) {
/* Analyse an object word. See if the thing is here, whether