* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == NDEATHS ||
- !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
+ || game.numdie == NDEATHS)
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
* lamp give out. When it gets close, we come here to warn him.
* First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. Eve after it goes
+ * Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
}
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.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2))
+ {
+ command.id2 = POUR;
+ command.type2 = ACTION;
+ strncpy(command.raw2, "POUR", LINESIZE - 1);
command.wd2 = token_to_packed("POUR");
+ }
}
if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
+ {
+ command.id1 = CARRY;
+ command.type1 = ACTION;
+ strncpy(command.raw2, "CATCH", LINESIZE - 1);
command.wd1 = token_to_packed("CATCH");
+ }
}
Lookup:
if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && !wordempty(command.wd2)) {
+ if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
- long defn;
- enum wordtype type;
- get_vocab_metadata(word1, &defn, &type);
- if (defn == WORD_NOT_FOUND) {
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
+ if (command.id1 == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
/* Gee, I don't understand. */
switch (type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
- playermove(defn);
+ playermove(command.id1);
return true;
case OBJECT:
command.part = unknown;
- command.obj = defn;
+ command.obj = command.id1;
break;
case ACTION:
command.part = intransitive;
command.verb = defn;
break;
case SPECIAL:
- speak(specials[defn].message);
+ speak(specials[command.id1].message);
goto Lclearobj;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
- command.wd1 = command.wd2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.id1 = command.id2;
+ command.type1 = command.type2;
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.wd1 = command.wd2;
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
+ command.raw2[0] = '\0';
wordclear(&command.wd2);
- command.raw2[0] = '\0';
goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case