int kk, stick, attack;
long tk[21];
- /* Dwarf stuff. See earlier comments for description of
+ /* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
int i=NOBJECTS + 1 - j;
if (TOTING(i)) {
/* Always leave lamp where it's accessible aboveground */
- DROP(i, (i == LAMP) ? 1 : game.oldlc2);
+ DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
game.loc = LOC_BUILDING;
/* Look. Can't give more detail. Pretend it wasn't dark
* (though it may "now" be dark) so he won't fall into a
* pit while staring into the gloom. */
- if (game.detail < 3)RSPEAK(NO_MORE_DETAIL);
+ if (game.detail < 3)
+ RSPEAK(NO_MORE_DETAIL);
++game.detail;
game.wzdark=false;
game.abbrev[game.loc]=0;
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used for
* actual motion, but can be spotted by "go back". */
+ /* FIXME: Arithmetic on location numbers */
game.newloc=99+100-game.loc;
if (game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD)))
return true;
croak(cmdin);
continue; /* back to top of main interpreter loop */
}
- msg=arbitrary_messages[16];
+ msg=arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR))RSPEAK(TAME_BEAR);
newspeak(msg);