#include <time.h>
#include "advent.h"
#include "database.h"
+#include "linenoise/linenoise.h"
struct game_t game;
}
}
+ linenoiseHistorySetMaxLen(350);
+
/* Logical variables:
*
* game.closed says whether we're all the way closed
long KQ, VERB, KK, V1, V2;
long obj, i;
static long IGO = 0;
+ enum speechpart part;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
goto L3000;
K=MOD(i,1000);
KQ=i/1000+1;
- switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
- case 3: goto L2010; }
+ switch (KQ-1)
+ {
+ case 0: goto L8;
+ case 1: goto L5000;
+ case 2: goto L4000;
+ case 3: goto L2010;
+ }
BUG(22);
-/* Get second word for analysis. */
-
+ /* Get second word for analysis. */
L2800: WD1=WD2;
WD1X=WD2X;
WD2=0;
- goto L2620;
-
-/* Gee, I don't understand. */
+ goto L2620;
+ /* Gee, I don't understand. */
L3000: SETPRM(1,WD1,WD1X);
if (fallback_handler(rawbuf))
return true;
/* Verb and object analysis moved to separate module. */
-L4000: i=4000; VERB=K; goto Laction;
-L4090: i=4090; goto Laction;
-L5000: i=5000; obj = K;
+L4000: part=intransitive; VERB=K; goto Laction;
+L4090: part=transitive; goto Laction;
+L5000: part=unknown; obj = K;
Laction:
- switch (action(cmdin, i, VERB, obj)) {
+ switch (action(cmdin, part, VERB, obj)) {
case 2: return true;
case 8: goto L8;
case 2000: goto L2000;
}
BUG(99);
-/* Random intransitive verbs come here. Clear obj just in case (see "attack").
- */
-
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
L8000: SETPRM(1,WD1,WD1X);
RSPEAK(257);
obj=0;
goto L2600;
-/* Figure out the new location */
-L8:
- if (playermove(cmdin, VERB))
+ /* Figure out the new location */
+L8: if (playermove(cmdin, VERB))
return true;
else
goto L2000;