{
int foobar = abs(game.foobar);
+ if ((foobar == WORD_EMPTY) && (id == FIE || id == FOE || id == FOO || id == FUM)) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ }
+
if ((foobar == WORD_EMPTY && id == FEE) ||
(foobar == FEE && id == FIE) ||
(foobar == FIE && id == FOE) ||
}
} else {
fum:
- if (game.loc == LOC_GIANTROOM || settings.oldstyle) {
- rspeak(START_OVER);
- } else {
- /* This is new behavior in Open Adventure - sounds better when
- * player isn't in the Giant Room. */
- rspeak(NOTHING_HAPPENS);
- }
+ rspeak(START_OVER);
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
}