/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
- char buf[2 * LINESIZE + 1];
+ char buf[DIM(command.raw1) + DIM(command.raw2) + 1];
sprintf(buf, "%s %s", command.raw1, command.raw2);
if (sscanf(buf, "seed %ld", &sv) == 1) {
// autogenerated, so don't charge user time for it.
--game.turns;
return true;
- }
- else if (sscanf(buf, "waste %ld", &sv) == 1) {
+ } else if (sscanf(buf, "waste %ld", &sv) == 1) {
game.limit -= sv;
printf("Game limit is now %ld\n", game.limit);
return true;
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = DEAD_BATTERIES;
+#ifdef __unused__
+ /* This code from the original game seems to have been faulty.
+ * No tests ever passed the guard, and with the guard removed
+ * the game hangs when the lamp limit is reached.
+ */
if (TOTING(BATTERY))
drop(BATTERY, game.loc);
+#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
} else
lampcheck();
- if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == WATER)) {
+ if (command.type1 == MOTION && command.id1 == ENTER
+ && (command.id2 == STREAM || command.id2 == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
goto Lclearobj;
}
- if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
- command.id1 = command.id2;
- command.type1 = command.type2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
- command.id2 = WORD_EMPTY;
- command.type2 = NO_WORD_TYPE;
- strncpy(command.raw2, "", LINESIZE - 1);
- } else {
+
+ if (command.type1 == OBJECT) {
if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2)) {
command.id2 = POUR;
command.wd1 = token_to_packed("CATCH");
}
}
+
Lookup:
if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_LOOKUP:
- goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
command.type2 = NO_WORD_TYPE;
command.raw2[0] = '\0';
- wordclear(&command.wd2);
goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case