* and block him. (standard travel entries check for
* game.prop(TROLL)=0.) Special stuff for bear. */
if (game.prop[TROLL] == 1) {
- pspeak(TROLL, 1);
+ pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
* Reuse sign. */
PUT(GRATE, LOC_SW, 0);
PUT(SIGN, LOC_SW, 0);
- ++OBJTXT[SIGN];
+ game.prop[SIGN] = ENDGAME_SIGN;
game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
int kk = game.prop[obj];
if (obj == STEPS && game.loc == game.fixed[STEPS])
kk = 1;
- pspeak(obj, kk);
+ pspeak(obj, look, kk);
}
}
}
* tick game.clock1 unless well into cave (and not at Y2). */
if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, 1);
+ pspeak(OYSTER, look, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = -1 - game.prop[i];