* 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.
* 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.
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
* 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;
}
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
command.id1 = command.id2;
command.wd2 = token_to_packed("POUR");
}
}
if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
{
command.id1 = CARRY;
command.wd2 = token_to_packed("POUR");
}
}
if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
{
command.id1 = CARRY;
- 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. */
if (fallback_handler(command))
continue;
/* Gee, I don't understand. */
- command.wd1 = command.wd2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.type2 = NO_WORD_TYPE;
+ command.raw2[0] = '\0';