terminate(quitgame);
}
-static bool fallback_handler(struct command_t command)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
- long sv;
- char buf[DIM(command.raw1) + DIM(command.raw2) + 1];
- sprintf(buf, "%s %s", command.raw1, command.raw2);
-
- if (sscanf(buf, "seed %ld", &sv) == 1) {
- set_seed(sv);
- printf("Seed set to %ld\n", sv);
- // autogenerated, so don't charge user time for it.
- --game.turns;
- return true;
- } else if (sscanf(buf, "waste %ld", &sv) == 1) {
- game.limit -= sv;
- printf("Game limit is now %ld\n", game.limit);
- return true;
- }
- return false;
-}
-
/* Check if this loc is eligible for any hints. If been here long
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long tk[21];
+ loc_t tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
}
}
-static bool traveleq(long a, long b)
+static bool traveleq(int a, int b)
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].condtype == travel[b].condtype)
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
- long te_tmp = travel_entry;
+ int te_tmp = travel_entry;
do {
if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
if (!DARK(game.loc)) {
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
- long obj = i;
+ obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
{
static struct command_t command;
- command.verb = 0;
-
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
rspeak(GO_UNNEEDED);
}
if (command.id1 == WORD_NOT_FOUND) {
- if (fallback_handler(command))
- continue;
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.raw1);
goto Lclearobj;
command.obj = command.id1;
break;
case ACTION:
- command.part = intransitive;
+ if(command.type2 == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
command.verb = command.id1;
break;
- case SPECIAL:
- speak(specials[command.id1].message);
- goto Lclearobj;
+ case NUMERIC: // LCOV_EXCL_LINE
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- switch (action(&command)) {
+ switch (action(command)) {
case GO_TERMINATE:
return true;
case GO_MOVE: