* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
-
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
va_end(ap);
}
-void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
+void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...)
/* Find the skip+1st message from msg and print it. Modes are:
* feel = for inventory, what you can touch
* look = the full description for the state the object is in
* study = text on the object. */
{
va_list ap;
- va_start(ap, blank);
+ va_start(ap, skip);
switch (mode) {
case touch:
vspeak(objects[msg].inventory, blank, ap);
{
/*
* Be caereful about modifing this. We do not want to nuke the
- * the speech part or ID from the previous turn.
+ * the speech part or ID from the previous turn.
*/
- memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw));
+ memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
/* Bound prefix on the %s would be needed to prevent buffer
/* populate command with parsed vocabulary metadata */
get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type));
get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type));
+ cmd->state = TOKENIZED;
}
bool get_command_input(command_t *command)
tokenize(inputbuf, command);
+#ifdef GDEBUG
+ /* Needs to stay synced with enum word_type_t */
+ const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
+ /* needs to stay synced with enum speechpart */
+ const char *roles[] = {"unknown", "intransitive", "transitive"};
+ printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
+ roles[command->part],
+ types[command->word[0].type],
+ command->word[0].id,
+ types[command->word[1].type],
+ command->word[1].id);
+#endif
+
+ command->state = GIVEN;
return true;
}
+void clear_command(command_t *cmd)
+/* Resets the state of the command to empty */
+{
+ cmd->verb = ACT_NULL;
+ cmd->part = unknown;
+ game.oldobj = cmd->obj;
+ cmd->obj = NO_OBJECT;
+ cmd->state = EMPTY;
+}
+
+
void juggle(obj_t object)
/* Juggle an object by picking it up and putting it down again, the purpose
* being to get the object to the front of the chain of things at its loc. */
if (game.place[object] == CARRIED)
return;
game.place[object] = CARRIED;
-
- if (object!= BIRD)
- ++game.holdng;
+
+ if (object != BIRD)
+ ++game.holdng;
}
if (game.atloc[where] == object) {
game.atloc[where] = game.link[object];
game.fixed[object - NOBJECTS] = where;
else {
if (game.place[object] == CARRIED)
- if (object != BIRD)
- /* The bird has to be weightless. This ugly hack (and the
- * corresponding code in the drop function) brought to you
- * by the fact that when the bird is caged, we need to be able
- * to either 'take bird' or 'take cage' and have the right thing
- * happen.
- */
- --game.holdng;
+ if (object != BIRD)
+ /* The bird has to be weightless. This ugly hack (and the
+ * corresponding code in the drop function) brought to you
+ * by the fact that when the bird is caged, we need to be able
+ * to either 'take bird' or 'take cage' and have the right thing
+ * happen.
+ */
+ --game.holdng;
game.place[object] = where;
}
if (where == LOC_NOWHERE ||
/* Object must have a change-message list for this to be useful; only some do */
{
game.prop[obj] = state;
- pspeak(obj, change, state, true);
+ pspeak(obj, change, true, state);
}
/* end */