+/*
+ * Actions for the dungeon-running code.
+ *
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "advent.h"
#include "dungeon.h"
+#include <inttypes.h>
-static int fill(verb_t, obj_t);
+static phase_codes_t fill(verb_t, obj_t);
-static int attack(struct command_t command)
+static phase_codes_t attack(command_t command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
if (obj == VEND) {
state_change(VEND,
game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+
return GO_CLEAROBJ;
}
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
rspeak(BARE_HANDS_QUERY);
- if (!silent_yes()) {
+ if (!silent_yes_or_no()) {
speak(arbitrary_messages[NASTY_DRAGON]);
return GO_MOVE;
}
return GO_CLEAROBJ;
}
-static int bigwords(vocab_t id)
-/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
- * Look up foo in special section of vocab to determine which word we've got.
- * Last word zips the eggs back to the giant room (unless already there). */
+static phase_codes_t bigwords(vocab_t id)
+/* Only called on FEE FIE FOE FOO (AND FUM). Advance to next state if given
+ * in proper order. Look up foo in special section of vocab to determine which
+ * word we've got. Last word zips the eggs back to the giant room (unless
+ * already there). */
{
- if ((game.foobar == WORD_EMPTY && id == FEE) ||
- (game.foobar == FEE && id == FIE) ||
- (game.foobar == FIE && id == FOE) ||
- (game.foobar == FOE && id == FOO) ||
- (game.foobar == FOE && id == FUM)) {
+ int foobar = abs(game.foobar);
+
+ /* Only FEE can start a magic-word sequence. */
+ if ((foobar == WORD_EMPTY) && (id == FIE || id == FOE || id == FOO || id == FUM)) {
+ rspeak(NOTHING_HAPPENS);
+ return GO_CLEAROBJ;
+ }
+
+ if ((foobar == WORD_EMPTY && id == FEE) ||
+ (foobar == FEE && id == FIE) ||
+ (foobar == FIE && id == FOE) ||
+ (foobar == FOE && id == FOO)) {
game.foobar = id;
- if ((id != FOO) && (id != FUM)) {
+ if (id != FOO) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
if (HERE(EGGS))
- pspeak(EGGS, look, EGGS_VANISHED, true);
+ pspeak(EGGS, look, true, EGGS_VANISHED);
else if (game.loc == objects[EGGS].plac)
- pspeak(EGGS, look, EGGS_HERE, true);
+ pspeak(EGGS, look, true, EGGS_HERE);
else
- pspeak(EGGS, look, EGGS_DONE, true);
+ pspeak(EGGS, look, true, EGGS_DONE);
move(EGGS, objects[EGGS].plac);
return GO_CLEAROBJ;
}
} else {
- if (game.loc == LOC_GIANTROOM) {
- rspeak(START_OVER);
- } else {
- /* This is new begavior in Open Adventure - sounds better when
- * player isn't in the Giant Room. */
- rspeak(WELL_POINTLESS);
- }
+ /* Magic-word sequence was started but is incorrect */
+ if (settings.oldstyle || game.seenbigwords)
+ rspeak(START_OVER);
+ else
+ rspeak(WELL_POINTLESS);
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
}
static void blast(void)
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
{
- if (game.prop[ROD2] == STATE_NOTFOUND ||
- !game.closed)
+ if (game.prop[ROD2] == STATE_NOTFOUND || !game.closed)
rspeak(REQUIRES_DYNAMITE);
else {
if (HERE(ROD2)) {
}
}
-static int vbreak(verb_t verb, obj_t obj)
+static phase_codes_t vbreak(verb_t verb, obj_t obj)
/* Break. Only works for mirror in repository and, of course, the vase. */
{
switch (obj) {
game.fixed[VASE] = IS_FIXED;
break;
}
- /* FALLTHRU */
+ /* FALLTHRU */
default:
speak(actions[verb].message);
}
return (GO_CLEAROBJ);
}
-static int brief(void)
+static phase_codes_t brief(void)
/* Brief. Intransitive only. Suppress full descriptions after first time. */
{
game.abbnum = 10000;
return GO_CLEAROBJ;
}
-static int vcarry(verb_t verb, obj_t obj)
+static phase_codes_t vcarry(verb_t verb, obj_t obj)
/* Carry an object. Special cases for bird and cage (if bird in cage, can't
* take one without the other). Liquids also special, since they depend on
* status of bottle. Also various side effects, etc. */
return GO_CLEAROBJ;
}
- if (obj == WATER ||
- obj == OIL) {
- if (!HERE(BOTTLE) ||
- LIQUID() != obj) {
+ if (obj == WATER || obj == OIL) {
+ if (!HERE(BOTTLE) || LIQUID() != obj) {
if (!TOTING(BOTTLE)) {
rspeak(NO_CONTAINER);
return GO_CLEAROBJ;
}
game.prop[BIRD] = BIRD_CAGED;
}
- if ((obj == BIRD ||
- obj == CAGE) &&
+ if ((obj == BIRD || obj == CAGE) &&
(game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
/* expression maps BIRD to CAGE and CAGE to BIRD */
carry(BIRD + CAGE - obj, game.loc);
return GO_CLEAROBJ;
}
-static int discard(verb_t verb, obj_t obj)
+static phase_codes_t discard(verb_t verb, obj_t obj)
/* Discard object. "Throw" also comes here for most objects. Special cases for
* bird (might attack snake or dragon) and cage (might contain bird) and vase.
* Drop coins at vending machine for extra batteries. */
if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
drop(BATTERY, game.loc);
- pspeak(BATTERY, look, FRESH_BATTERIES, true);
+ pspeak(BATTERY, look, true, FRESH_BATTERIES);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static int drink(verb_t verb, obj_t obj)
+static phase_codes_t drink(verb_t verb, obj_t obj)
/* Drink. If no object, assume water and look for it here. If water is in
* the bottle, drink that, else must be at a water loc, so drink stream. */
{
return GO_CLEAROBJ;
}
-static int eat(verb_t verb, obj_t obj)
+static phase_codes_t eat(verb_t verb, obj_t obj)
/* Eat. Intransitive: assume food if present, else ask what. Transitive: food
* ok, some things lose appetite, rest are ridiculous. */
{
case INTRANSITIVE:
if (!HERE(FOOD))
return GO_UNKNOWN;
- /* FALLTHRU */
+ /* FALLTHRU */
case FOOD:
DESTROY(FOOD);
rspeak(THANKS_DELICIOUS);
return GO_CLEAROBJ;
}
-static int extinguish(verb_t verb, obj_t obj)
+static phase_codes_t extinguish(verb_t verb, obj_t obj)
/* Extinguish. Lamp, urn, dragon/volcano (nice try). */
{
if (obj == INTRANSITIVE) {
if (game.prop[URN] != URN_EMPTY) {
state_change(URN, URN_DARK);
} else {
- pspeak(URN, change, URN_DARK, true);
+ pspeak(URN, change, true, URN_DARK);
}
break;
case LAMP:
return GO_CLEAROBJ;
}
-static int feed(verb_t verb, obj_t obj)
+static phase_codes_t feed(verb_t verb, obj_t obj)
/* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
* mad. Bear, special. */
{
return GO_CLEAROBJ;
}
-int fill(verb_t verb, obj_t obj)
+phase_codes_t fill(verb_t verb, obj_t obj)
/* Fill. Bottle or urn must be empty, and liquid available. (Vase
* is nasty.) */
{
return GO_CLEAROBJ;
}
-static int find(verb_t verb, obj_t obj)
+static phase_codes_t find(verb_t verb, obj_t obj)
/* Find. Might be carrying it, or it might be here. Else give caveat. */
{
if (TOTING(obj)) {
return GO_CLEAROBJ;
}
- if (AT(obj) ||
- (LIQUID() == obj && AT(BOTTLE)) ||
- obj == LIQLOC(game.loc) ||
- (obj == DWARF && atdwrf(game.loc) > 0)) {
+ if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) ||
+ obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) {
rspeak(YOU_HAVEIT);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
-static int fly(verb_t verb, obj_t obj)
+static phase_codes_t fly(verb_t verb, obj_t obj)
/* Fly. Snide remarks unless hovering rug is here. */
{
if (obj == INTRANSITIVE) {
rspeak(RUG_NOTHING1);
return GO_CLEAROBJ;
}
- game.oldlc2 = game.oldloc;
- game.oldloc = game.loc;
- if (game.prop[SAPPH] == STATE_NOTFOUND) {
- game.newloc = game.place[SAPPH];
+ if (game.loc == LOC_CLIFF) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
+ game.newloc = LOC_LEDGE;
rspeak(RUG_GOES);
- } else {
+ } else if (game.loc == LOC_LEDGE) {
+ game.oldlc2 = game.oldloc;
+ game.oldloc = game.loc;
game.newloc = LOC_CLIFF;
rspeak(RUG_RETURNS);
+ } else {
+// LCOV_EXCL_START
+ /* should never happen */
+ rspeak(NOTHING_HAPPENS);
+// LCOV_EXCL_STOP
}
return GO_TERMINATE;
}
-static int inven(void)
+static phase_codes_t inven(void)
/* Inventory. If object, treat same as find. Else report on current burden. */
{
bool empty = true;
for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (i == BEAR ||
- !TOTING(i))
+ if (i == BEAR || !TOTING(i))
continue;
if (empty) {
rspeak(NOW_HOLDING);
empty = false;
}
- pspeak(i, touch, -1, false);
+ pspeak(i, touch, false, -1);
}
if (TOTING(BEAR))
rspeak(TAME_BEAR);
return GO_CLEAROBJ;
}
-static int light(verb_t verb, obj_t obj)
+static phase_codes_t light(verb_t verb, obj_t obj)
/* Light. Applicable only to lamp and urn. */
{
if (obj == INTRANSITIVE) {
return GO_CLEAROBJ;
}
-static int listen(void)
-/* Listen. Intransitive only. Print stuff based on object sound proprties. */
+static phase_codes_t listen(void)
+/* Listen. Intransitive only. Print stuff based on object sound properties. */
{
+ bool soundlatch = false;
vocab_t sound = locations[game.loc].sound;
if (sound != SILENT) {
rspeak(sound);
if (!locations[game.loc].loud)
rspeak(NO_MESSAGE);
- return GO_CLEAROBJ;
+ soundlatch = true;
}
for (obj_t i = 1; i <= NOBJECTS; i++) {
- if (!HERE(i) ||
- objects[i].sounds[0] == NULL ||
- game.prop[i] < 0)
+ if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
continue;
int mi = game.prop[i];
/* (ESR) Some unpleasant magic on object states here. Ideally
* depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
- pspeak(i, hear, mi, true, game.zzword);
+ pspeak(i, hear, true, mi, game.zzword);
rspeak(NO_MESSAGE);
if (i == BIRD && mi == BIRD_ENDSTATE)
DESTROY(BIRD);
- return GO_CLEAROBJ;
+ soundlatch = true;
}
- rspeak(ALL_SILENT);
+ if (!soundlatch)
+ rspeak(ALL_SILENT);
return GO_CLEAROBJ;
}
-static int lock(verb_t verb, obj_t obj)
+static phase_codes_t lock(verb_t verb, obj_t obj)
/* Lock, unlock, no object given. Assume various things if present. */
{
if (obj == INTRANSITIVE) {
case CLAM:
if (verb == LOCK)
rspeak(HUH_MAN);
+ else if (TOTING(CLAM))
+ rspeak(DROP_CLAM);
else if (!TOTING(TRIDENT))
rspeak(CLAM_OPENER);
else {
return GO_CLEAROBJ;
}
-static int pour(verb_t verb, obj_t obj)
+static phase_codes_t pour(verb_t verb, obj_t obj)
/* Pour. If no object, or object is bottle, assume contents of bottle.
* special tests for pouring water or oil on plant or rusty door. */
{
- if (obj == BOTTLE ||
- obj == INTRANSITIVE)
- obj = LIQUID();
+ if (obj == BOTTLE || obj == INTRANSITIVE)
+ obj = LIQUID();
if (obj == NO_OBJECT)
return GO_UNKNOWN;
if (!TOTING(obj)) {
return fill(verb, URN);
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
- if (!(AT(PLANT) ||
- AT(DOOR))) {
+ if (!(AT(PLANT) || AT(DOOR))) {
rspeak(GROUND_WET);
return GO_CLEAROBJ;
}
}
}
-static int quit(void)
+static phase_codes_t quit(void)
/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
{
- if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
terminate(quitgame);
return GO_CLEAROBJ;
}
-static int read(struct command_t command)
+static phase_codes_t read(command_t command)
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
{
if (command.obj == INTRANSITIVE) {
if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
command.obj = command.obj * NOBJECTS + i;
}
- if (command.obj > NOBJECTS ||
- command.obj == NO_OBJECT ||
- DARK(game.loc))
+ if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc))
return GO_UNKNOWN;
}
if (DARK(game.loc)) {
- sspeak(NO_SEE, command.raw1);
- } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
- game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+ sspeak(NO_SEE, command.word[0].raw);
+ } else if (command.obj == OYSTER) {
+ if (!TOTING(OYSTER) || !game.closed) {
+ rspeak(DONT_UNDERSTAND);
+ } else if (!game.clshnt) {
+ game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+ } else {
+ pspeak(OYSTER, hear, true, 1); // Not really a sound, but oh well.
+ }
} else if (objects[command.obj].texts[0] == NULL ||
game.prop[command.obj] == STATE_NOTFOUND) {
speak(actions[command.verb].message);
} else
- pspeak(command.obj, study, game.prop[command.obj], true);
+ pspeak(command.obj, study, true, game.prop[command.obj]);
return GO_CLEAROBJ;
}
-static int reservoir(void)
+static phase_codes_t reservoir(void)
/* Z'ZZZ (word gets recomputed at startup; different each game). */
{
if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
}
}
-static int rub(verb_t verb, obj_t obj)
+static phase_codes_t rub(verb_t verb, obj_t obj)
/* Rub. Yields various snide remarks except for lit urn. */
{
if (obj == URN && game.prop[URN] == URN_LIT) {
return GO_CLEAROBJ;
}
-static int say(struct command_t command)
+static phase_codes_t say(command_t command)
/* Say. Echo WD2. Magic words override. */
{
- if (command.type2 == MOTION &&
- (command.id2 == XYZZY ||
- command.id2 == PLUGH ||
- command.id2 == PLOVER)) {
- return GO_WORD2;
+ if (command.word[1].type == MOTION &&
+ (command.word[1].id == XYZZY ||
+ command.word[1].id == PLUGH ||
+ command.word[1].id == PLOVER)) {
+ return GO_WORD2;
}
- if (command.type2 == ACTION && command.id2 == PART)
+ if (command.word[1].type == ACTION && command.word[1].id == PART)
return reservoir();
-
- if (command.type2 == ACTION &&
- (command.id2 == FEE ||
- command.id2 == FIE ||
- command.id2 == FOE ||
- command.id2 == FOO ||
- command.id2 == FUM ||
- command.id2 == PART)) {
- return bigwords(command.id2);
- }
- sspeak(OKEY_DOKEY, command.raw2);
+
+ if (command.word[1].type == ACTION &&
+ (command.word[1].id == FEE ||
+ command.word[1].id == FIE ||
+ command.word[1].id == FOE ||
+ command.word[1].id == FOO ||
+ command.word[1].id == FUM ||
+ command.word[1].id == PART)) {
+ return bigwords(command.word[1].id);
+ }
+ sspeak(OKEY_DOKEY, command.word[1].raw);
return GO_CLEAROBJ;
}
-static int throw_support(vocab_t spk)
+static phase_codes_t throw_support(vocab_t spk)
{
rspeak(spk);
drop(AXE, game.loc);
return GO_MOVE;
}
-static int throw (struct command_t command)
+static phase_codes_t throwit(command_t command)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
}
}
-static int wake(verb_t verb, obj_t obj)
+static phase_codes_t wake(verb_t verb, obj_t obj)
/* Wake. Only use is to disturb the dwarves. */
{
- if (obj != DWARF ||
- !game.closed) {
+ if (obj != DWARF || !game.closed) {
speak(actions[verb].message);
return GO_CLEAROBJ;
} else {
}
}
-static int seed(verb_t verb, const char *arg)
+static phase_codes_t seed(verb_t verb, const char *arg)
/* Set seed */
{
- int seed = atoi(arg);
+ int32_t seed = strtol(arg, NULL, 10);
speak(actions[verb].message, seed);
set_seed(seed);
--game.turns;
return GO_TOP;
}
-static int waste(verb_t verb, turn_t turns)
+static phase_codes_t waste(verb_t verb, turn_t turns)
/* Burn turns */
{
game.limit -= turns;
return GO_TOP;
}
-static int wave(verb_t verb, obj_t obj)
+static phase_codes_t wave(verb_t verb, obj_t obj)
/* Wave. No effect unless waving rod at fissure or at bird. */
{
- if (obj != ROD ||
- !TOTING(obj) ||
- (!HERE(BIRD) &&
- (game.closng ||
- !AT(FISSURE)))) {
+ if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
speak(((!TOTING(obj)) && (obj != ROD ||
!TOTING(ROD2))) ?
arbitrary_messages[ARENT_CARRYING] :
FREE_FLY);
return GO_DWARFWAKE;
}
- if (game.closng ||
- !AT(FISSURE)) {
+ if (game.closng || !AT(FISSURE)) {
rspeak((game.prop[BIRD] == BIRD_CAGED) ?
CAGE_FLY :
FREE_FLY);
}
}
-int action(struct command_t command)
+phase_codes_t action(command_t command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
- /* Previously, actions that result in a message, but don't do anything
- * further were called "specials". Now they're handled here as normal
+ /* Previously, actions that result in a message, but don't do anything
+ * further were called "specials". Now they're handled here as normal
* actions. If noaction is true, then we spit out the message and return */
if (actions[command.verb].noaction) {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
-
+
if (command.part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
/* FALL THROUGH */;
else if (command.obj == DWARF && atdwrf(game.loc) > 0)
/* FALL THROUGH */;
- else if ((LIQUID() == command.obj && HERE(BOTTLE)) ||
- command.obj == LIQLOC(game.loc))
+ else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+ command.obj == LIQLOC(game.loc)))
/* FALL THROUGH */;
else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
command.obj = URN;
command.obj = ROD2;
/* FALL THROUGH */;
} else if ((command.verb == FIND ||
- command.verb == INVENTORY) && (command.id2 == WORD_EMPTY || command.id2 == WORD_NOT_FOUND))
+ command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
/* FALL THROUGH */;
else {
- sspeak(NO_SEE, command.raw1);
+ sspeak(NO_SEE, command.word[0].raw);
return GO_CLEAROBJ;
}
- if (command.id2 != WORD_EMPTY && command.id2 != WORD_NOT_FOUND)
- return GO_WORD2;
if (command.verb != 0)
command.part = transitive;
}
switch (command.part) {
case intransitive:
- if (command.raw2[0] != '\0' && command.verb != SAY)
+ if (command.word[1].raw[0] != '\0' && command.verb != SAY)
return GO_WORD2;
if (command.verb == SAY)
- /* 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) {
+ /* 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.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
+ if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
switch (command.verb) {
case CARRY:
case FOE:
case FOO:
case FUM:
- return bigwords(command.id1);
+ return bigwords(command.word[0].id);
case BRIEF:
return brief();
case READ:
case RUB:
return rub(command.verb, command.obj);
case THROW:
- return throw(command);
+ return throwit(command);
case QUIT: {
speak(actions[command.verb].message);
return GO_CLEAROBJ;
speak(actions[command.verb].message);
return GO_CLEAROBJ;
}
+ // LCOV_EXCL_START
+ // This case should never happen - here only as placeholder
case PART:
return reservoir();
+ // LCOV_EXCL_STOP
case SEED:
- return seed(command.verb, command.raw2);
+ return seed(command.verb, command.word[1].raw);
case WASTE:
- return waste(command.verb, (turn_t)atol(command.raw2));
+ return waste(command.verb, (turn_t)atol(command.word[1].raw));
default: // LCOV_EXCL_LINE
BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
- sspeak(WHAT_DO, command.raw1);
+ sspeak(WHAT_DO, command.word[0].raw);
return GO_CHECKHINT;
default: // LCOV_EXCL_LINE
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE