rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
} else {
rspeak(KNIFE_THROWN);
- rspeak(MISSES_YOU);
+ rspeak(stick ? GETS_YOU : MISSES_YOU);
}
if (stick == 0)
return true;
* 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 (!get_command_input(&command))
return false;
-Lclosecheck:
++game.turns;
if (closecheck()) {
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);
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
command.id2 = WORD_EMPTY;
command.type2 = NO_WORD_TYPE;
- strncpy(command.raw2, "", LINESIZE + 1);
+ 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);
+ strncpy(command.raw2, "POUR", LINESIZE - 1);
command.wd2 = token_to_packed("POUR");
}
}
{
command.id1 = CARRY;
command.type1 = ACTION;
- strncpy(command.raw2, "CATCH", LINESIZE + 1);
+ strncpy(command.raw2, "CATCH", LINESIZE - 1);
command.wd1 = token_to_packed("CATCH");
}
}
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_CHECKFOO:
- goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2: