terminate(quitgame);
}
-static bool fallback_handler(struct command_t command)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
- long sv;
- turn_t turnlimit;
- 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", &turnlimit) == 1) {
- game.limit -= turnlimit;
- 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). */
{
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.word[0].type, preserve.word[0].id, preserve.word[1].type, preserve.word[1].id);
+ printf("Command: type1 = %u, id1 = %ld, type2 = %u, id2 = %ld\n",
+ command.word[0].type, command.word[0].id, command.word[1].type, command.word[1].id);
+#endif
+
+ /* Handle of objectless action followed by actionless object */
+ if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 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)
} else
lampcheck();
- if (command.type1 == MOTION && command.id1 == ENTER
- && (command.id2 == STREAM || command.id2 == WATER)) {
+ if (command.word[0].type == MOTION && command.word[0].id == ENTER
+ && (command.word[1].id == STREAM || command.word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
goto Lclearobj;
}
- if (command.type1 == OBJECT) {
- if (command.id1 == GRATE) {
- command.type1 = MOTION;
+ if (command.word[0].type == OBJECT) {
+ if (command.word[0].id == GRATE) {
+ command.word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
- command.id1 = DEPRESSION;
+ command.word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
- command.id1 = ENTRANCE;
+ command.word[0].id = ENTRANCE;
}
}
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
- if (AT(command.id2)) {
- command.id2 = POUR;
- command.type2 = ACTION;
- strncpy(command.raw2, "POUR", LINESIZE - 1);
+ if (!((command.word[0].id != WATER && command.word[0].id != OIL) || (command.word[1].id != PLANT && command.word[1].id != DOOR))) {
+ if (AT(command.word[1].id)) {
+ command.word[1].id = POUR;
+ command.word[1].type = ACTION;
+ strncpy(command.word[1].raw, "POUR", LINESIZE - 1);
}
}
- if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
- command.id1 = CARRY;
- command.type1 = ACTION;
- strncpy(command.raw2, "CATCH", LINESIZE - 1);
+ if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
+ command.word[0].id = CARRY;
+ command.word[0].type = ACTION;
+ strncpy(command.word[1].raw, "CATCH", LINESIZE - 1);
}
}
Lookup:
- if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
+ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
+ if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
- if (command.id1 == WORD_NOT_FOUND) {
- if (fallback_handler(command))
- continue;
+ if (command.word[0].id == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.raw1);
+ sspeak(DONT_KNOW, command.word[0].raw);
goto Lclearobj;
}
- switch (command.type1) {
+ switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
- playermove(command.id1);
+ playermove(command.word[0].id);
return true;
case OBJECT:
command.part = unknown;
- command.obj = command.id1;
+ command.obj = command.word[0].id;
break;
case ACTION:
- command.part = intransitive;
- command.verb = command.id1;
+ if(command.word[1].type == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
+ command.verb = command.word[0].id;
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:
continue; /* back to top of main interpreter loop */
case GO_WORD2:
/* Get second word for analysis. */
- command.id1 = command.id2;
- command.type1 = command.type2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
- command.id2 = WORD_EMPTY;
- command.type2 = NO_WORD_TYPE;
- command.raw2[0] = '\0';
+ command.word[0] = command.word[1];
+ command.word[1] = empty_command_word;
goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- command.raw1[0] = toupper(command.raw1[0]);
- sspeak(DO_WHAT, command.raw1);
+ command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+ sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
// Fallthrough
case GO_CHECKHINT: // Fallthrough