/* Okay, he's dead. Let's get on with it. */
{
if (game.numdie < 0)
- game.numdie = 0;
+ game.numdie = 0; // LCOV_EXCL_LINE
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
game.oldobj = command.obj;
command.obj = 0;
-L2600:
+Lcheckhint:
checkhints();
/* If closing time, check for any objects being toted with
if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
command.verb = preserve.verb;
-#ifdef BROKEN
- /* Handling of actionless object followed by objectless action */
- if (preserve.word[0].type == OBJECT && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0 && command.word[0].id == CARRY)
- command.obj = preserve.obj;
-#endif /* BROKEN */
-
++game.turns;
if (closecheck()) {
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- if (!is_valid(game)) {
- exit(1);
- }
switch (action(command)) {
case GO_TERMINATE:
return true;
case GO_CLEAROBJ:
goto Lclearobj;
case GO_CHECKHINT:
- goto L2600;
- case GO_CHECKFOO:
- goto Lclosecheck;
- case GO_LOOKUP:
- goto Lookup;
+ goto Lcheckhint;
case GO_WORD2:
#ifdef GDEBUG
printf("Word shift\n");
command.word[0].raw[0] = toupper(command.word[0].raw[0]);
sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
- goto L2600;
+ goto Lcheckhint;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);