* depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
- long packed_zzword = token_to_packed(game.zzword);
- pspeak(i, hear, mi, true, packed_zzword);
+ pspeak(i, hear, mi, true, game.zzword);
rspeak(NO_MESSAGE);
if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
}
static int say(struct command_t *command)
-/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
+/* Say. Echo WD2. Magic words override. */
{
- if (command->wd2 > 0) {
- command->wd1 = command->wd2;
- strncpy(command->raw1, command->raw2, LINESIZE - 1);
- }
- char word1[TOKLEN + 1];
- packed_to_token(command->wd1, word1);
long wd;
enum wordtype type;
- get_vocab_metadata(word1, &wd, &type);
+ get_vocab_metadata(command->raw2, &wd, &type);
if (wd == XYZZY ||
wd == PLUGH ||
wd == PLOVER ||
wd == FOO ||
wd == FUM ||
wd == PART) {
- /* FIXME: scribbles on the interpreter's command block */
- wordclear(&command->wd2);
- return GO_LOOKUP;
+ return GO_WORD2;
}
- sspeak(OKEY_DOKEY, command->raw1);
+ sspeak(OKEY_DOKEY, command->raw2);
return GO_CLEAROBJ;
}
switch (command->part) {
case intransitive:
- if (command->wd2 > 0 && command->verb != SAY)
+ if (command->raw2[0] != '\0' && command->verb != SAY)
return GO_WORD2;
if (command->verb == SAY)
- command->obj = command->wd2;
+ /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+ * will do here. We're preventing interpretation as an intransitive
+ * verb when the word is unknown. */
+ command->obj = command->raw2[0] != '\0' ? KEYS : NO_OBJECT;
if (command->obj == NO_OBJECT ||
command->obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */