msg1 = buf;
}
if (msg1 && can_speak && !Deaf) {
- verbalize(msg1);
- if (msg2) verbalize(msg2);
+ verbalize1(msg1);
+ if (msg2) verbalize1(msg2);
epri_p->enter_time = moves + (long)d(10, 100); /* ~505 */
}
if (!sanctum) {
priest->mcanmove = 1;
}
priest->mpeaceful = 0;
- verbalize(cranky_msg[rn2(3)]);
+ verbalize1(cranky_msg[rn2(3)]);
return;
}
/* Select an animal */
if (u.uswallow || Underwater || !getdir((char *)0)) {
- pline(Never_mind);
+ pline1(Never_mind);
return 0;
}
if (!u.dx && !u.dy) {
else tele();
(void) next_to_u();
} else {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
return(0);
}
if (!trap) morehungry(100);
* we let negative values requests fall into the "heaven" loop.
*/
if (Is_knox(&u.uz) && newlev > 0 && !force_dest) {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
return;
}
/* if in Quest, the player sees "Home 1", etc., on the status
random_levtport:
newlev = random_teleport_level();
if (newlev == depth(&u.uz)) {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
return;
}
}
buried_ball_to_punishment();
if (!next_to_u() && !force_dest) {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
return;
}
#ifdef WIZARD
buried_ball_to_punishment();
if (!next_to_u()) {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
return;
}
shieldeff(u.ux, u.uy);
You_feel("a wrenching sensation.");
} else if (!next_to_u()) {
- You(shudder_for_moment);
+ You1(shudder_for_moment);
} else if (trap->once) {
deltrap(trap);
newsym(u.ux,u.uy); /* get rid of trap symbol */
register long i = (Stoned & TIMEOUT);
if (i > 0L && i <= SIZE(stoned_texts))
- pline(stoned_texts[SIZE(stoned_texts) - i]);
+ pline1(stoned_texts[SIZE(stoned_texts) - i]);
switch ((int) i) {
case 5: /* slowing down */
HFast = 0L;
break;
default: break;
}
- if (txt) You("%s", txt);
+ if (txt) You1(txt);
exercise(A_CON, FALSE);
}
if (index(str, '%'))
pline(str, hcolor(NH_BLUE));
else
- pline(str);
+ pline1(str);
}
}
exercise(A_STR, FALSE);
} else
pline(str, an(Hallucination ? rndmonnam() : "green slime"));
} else
- pline(str);
+ pline1(str);
}
if (i == 3L) { /* limbs becoming oozy */
HFast = 0L; /* lose intrinsic speed */
dont_fall = "are jerked back by your pet!";
}
if (dont_fall) {
- You(dont_fall);
+ You1(dont_fall);
/* hero didn't fall through, but any objects here might */
impact_drop((struct obj *)0, u.ux, u.uy, 0);
if (!td) {
if (!resists_blnd(&youmonst)) {
You("are momentarily blinded by a flash of light!");
make_blinded((long)rn1(5,10),FALSE);
- if (!Blind) Your(vision_clears);
+ if (!Blind) Your1(vision_clears);
} else if (!Blind) {
You_see("a flash of light!");
} else if (!Deaf) {
if (Slow_digestion) tmp *= 2;
nomul(-tmp);
nomovemsg = msgbuf;
- } else pline("%s", msgbuf);
+ } else pline1(msgbuf);
if (pd == &mons[PM_GREEN_SLIME]) {
Sprintf(msgbuf, "%s isn't sitting well with you.",
The(pd->mname));
{
char buf[BUFSZ];
- pline("%s", getversionstring(buf));
+ pline1(getversionstring(buf));
return 0;
}
int how;
const char *mesg;
{
- pline("%s", mesg);
+ pline1(mesg);
return 0;
}
intact at the end of each call.
*/
#if 0 /* maybe... */
- if (!restoring) pline("%s", msg);
+ if (!restoring) pline1(msg);
#endif
return;
}
check_unpaid(obj);
/* zappable addition done by GAN 11/03/86 */
- if(!zappable(obj)) pline("%s", nothing_happens);
+ if(!zappable(obj)) pline1(nothing_happens);
else if(obj->cursed && !rn2(WAND_BACKFIRE_CHANCE)) {
backfire(obj); /* the wand blows up in your face! */
exercise(A_STR, FALSE);
if (!resists_blnd(&youmonst)) {
You(are_blinded_by_the_flash);
make_blinded(duration, FALSE);
- if (!Blind) Your(vision_clears);
+ if (!Blind) Your1(vision_clears);
return TRUE;
}
return FALSE;
case SPE_STONE_TO_FLESH:
if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ||
Underwater || (Is_qstart(&u.uz) && u.dz < 0)) {
-#if 1
- pline("%s", nothing_happens);
-#else
- pline(nothing_happens);
-#endif
+ pline1(nothing_happens);
} else if (u.dz < 0) { /* we should do more... */
pline("Blood drips on your %s.", body_part(FACE));
} else if (u.dz > 0 && !OBJ_AT(u.ux, u.uy)) {
e = engr_at(u.ux, u.uy);
if (!(e && e->engr_type == ENGRAVE)) {
if (is_pool(u.ux, u.uy) || is_ice(u.ux, u.uy))
- pline("%s", nothing_happens);
+ pline1(nothing_happens);
else
pline("Blood %ss %s your %s.",
is_lava(u.ux, u.uy) ? "boil" : "pool",
lev->doormask = new_doormask;
unblock_point(x, y); /* vision */
if (see_it) {
- pline("%s", see_txt);
+ pline1(see_txt);
newsym(x, y);
} else if (sense_txt) {
- You("%s", sense_txt);
+ You1(sense_txt);
} else if (hear_txt) {
- if (!Deaf) You_hear("%s", hear_txt);
+ if (!Deaf) You_hear1(hear_txt);
}
if (picking_at(x, y)) {
stop_occupation();
if (!otmp) {
pline("Nothing fitting that description exists in the game.");
if (++tries < MAXWISHTRY) goto retry;
- pline("%s", thats_enough_tries);
+ pline1(thats_enough_tries);
otmp = readobjnam((char *)0, (struct obj *)0);
if (!otmp) return; /* for safety; should never happen */
} else if (otmp == ¬hing) {