* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
spk = UNSURE_FACING;
if (motion == OUTSIDE || motion == INSIDE)
spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENTORY)
- spk = NEARBY;
if (motion == XYZZY || motion == PLUGH)
spk = NOTHING_HAPPENS;
if (motion == CRAWL)
rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(command.verb, 1))
+ if (playermove(MOT_1))
return true;
else
continue; /* back to top of main interpreter loop */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(command.verb, kmod))
+ if (playermove(kmod))
return true;
else
continue; /* back to top of main interpreter loop */
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(command.verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */