return true;
}
-static void get_vocab_metadata(const char* word, vocab_t* id, word_type_t* type)
+static void get_vocab_metadata(command_word_t* word)
{
/* Check for an empty string */
- if (strncmp(word, "", sizeof("")) == 0) {
- *id = WORD_EMPTY;
- *type = NO_WORD_TYPE;
+ if (strncmp(word->raw, "", sizeof("")) == 0) {
+ word->id = WORD_EMPTY;
+ word->type = NO_WORD_TYPE;
return;
}
vocab_t ref_num;
- ref_num = get_motion_vocab_id(word);
+ ref_num = get_motion_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = MOTION;
+ word->id = ref_num;
+ word->type = MOTION;
return;
}
- ref_num = get_object_vocab_id(word);
+ ref_num = get_object_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = OBJECT;
+ word->id = ref_num;
+ word->type = OBJECT;
return;
}
- ref_num = get_action_vocab_id(word);
+ ref_num = get_action_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = ACTION;
+ word->id = ref_num;
+ word->type = ACTION;
return;
}
// Check for the reservoir magic word.
- if (strcasecmp(word, game.zzword) == 0) {
- *id = PART;
- *type = ACTION;
+ if (strcasecmp(word->raw, game.zzword) == 0) {
+ word->id = PART;
+ word->type = ACTION;
return;
}
// Check words that are actually numbers.
- if (is_valid_int(word)) {
- *id = WORD_EMPTY;
- *type = NUMERIC;
+ if (is_valid_int(word->raw)) {
+ word->id = WORD_EMPTY;
+ word->type = NUMERIC;
return;
}
- *id = WORD_NOT_FOUND;
- *type = NO_WORD_TYPE;
+ word->id = WORD_NOT_FOUND;
+ word->type = NO_WORD_TYPE;
return;
}
}
/* 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));
+ get_vocab_metadata(&(cmd->word[0]));
+ get_vocab_metadata(&(cmd->word[1]));
}
bool get_command_input(struct command_t *command)