*const c_silly_thing_to, *const c_shudder_for_moment,
*const c_something, *const c_Something,
*const c_You_can_move_again,
- *const c_Never_mind, *c_vision_clears;
+ *const c_Never_mind, *c_vision_clears,
+ *const c_the_your[2];
} c_common_strings;
#define nothing_happens c_common_strings.c_nothing_happens
#define thats_enough_tries c_common_strings.c_thats_enough_tries
#define You_can_move_again c_common_strings.c_You_can_move_again
#define Never_mind c_common_strings.c_Never_mind
#define vision_clears c_common_strings.c_vision_clears
+#define the_your c_common_strings.c_the_your
/* material strings */
E const char *materialnm[];
"Nothing happens.", "That's enough tries!",
"That is a silly thing to %s.", "shudder for a moment.",
"something", "Something", "You can move again.", "Never mind.",
- "vision quickly clears."
+ "vision quickly clears.", {"the", "your"}
};
/* NOTE: the order of these words exactly corresponds to the
(!u.utrap || (u.utrap && u.utraptype != TT_PIT)) &&
(t = t_at(x,y)) != 0 && t->tseen &&
(t->ttyp==PIT || t->ttyp==SPIKED_PIT)) {
- static const char * const the_your[2] = { "the", "your" };
/* you escaped a pit and are standing on the precipice */
if (Blind && flags.soundok)
You_hear("%s %s downwards.",
STATIC_VAR const char * const a_your[2] = { "a", "your" };
STATIC_VAR const char * const A_Your[2] = { "A", "Your" };
-STATIC_VAR const char * const the_your[2] = { "the", "your" };
STATIC_VAR const char tower_of_flame[] = "tower of flame";
STATIC_VAR const char * const A_gush_of_water_hits = "A gush of water hits";
STATIC_VAR const char * const blindgas[6] =