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). */
/* 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
{
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);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
- // Get command input from user
+ /* Preserve state from last command for reuse when required */
+ struct command_t preserve;
+ memcpy(&preserve, &command, sizeof(struct command_t));
+
+ // Get command input from user
if (!get_command_input(&command))
return false;
- ++game.turns;
+#ifdef GDEBUG
+ printf("Preserve: type1 = %u, id1 = %ld, type2 = %u id2 = %ld\n",
+ preserve.type1, preserve.id1, preserve.type2, preserve.id2);
+ printf("Command: type1 = %u, id1 = %ld, type2 = %u id2 = %ld\n",
+ command.type1, command.id1, command.type2, command.id2);
+#endif
+
+ /* Handling of objectless action followed by actionless object */
+ if (preserve.type1 == ACTION && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
+ command.verb = preserve.verb;
+
+#ifdef BROKEN
+ /* Handling of actionless object followed by objectless action */
+ if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
+ command.obj = preserve.obj;
+#endif
+
+ ++game.turns;
if (closecheck()) {
if (game.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: