#include <stdlib.h>
#include <stdbool.h>
+#include <string.h>
#include "advent.h"
#include "dungeon.h"
* 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). */
{
- char word[6];
+ char word[TOKLEN+1];
packed_to_token(foo, word);
int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
}
if (DARK(game.loc)) {
- rspeak(NO_SEE, command.wd1, command.wd1x);
+ 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]);
} else if (objects[command.obj].texts[0] == NULL ||
static int say(struct command_t *command)
/* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
{
- long a = command->wd1, b = command->wd1x;
+ long a = command->wd1;
if (command->wd2 > 0) {
a = command->wd2;
- b = command->wd2x;
command->wd1 = command->wd2;
+ strcpy(command->raw1, command->raw2);
}
- char word1[6];
+ char word1[TOKLEN+1];
packed_to_token(command->wd1, word1);
int wd = (int) get_vocab_id(word1);
/* FIXME: magic numbers */
wordclear(&command->wd2);
return GO_LOOKUP;
}
- rspeak(OKEY_DOKEY, a, b);
+ sspeak(OKEY_DOKEY, command->raw1);
return GO_CLEAROBJ;
}
command->verb == INVENTORY) && command->wd2 <= 0)
/* FALL THROUGH */;
else {
- rspeak(NO_SEE, command->wd1, command->wd1x);
+ sspeak(NO_SEE, command->raw1);
return GO_CLEAROBJ;
}
}
case unknown:
/* Unknown verb, couldn't deduce object - might need hint */
- rspeak(WHAT_DO, command->wd1, command->wd1x);
+ sspeak(WHAT_DO, command->raw1);
return GO_CHECKHINT;
default:
BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE