if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
- /* Preserve state from last command for reuse when required */
- command_t preserve = command;
-
// Get command input from user
if (!get_command_input(&command))
return false;
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
/* needs to stay synced with enum speechpart */
const char *roles[] = {"unknown", "intransitive", "transitive"};
- printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[preserve.part],
- types[preserve.word[0].type],
- preserve.word[0].id,
- types[preserve.word[1].type],
- preserve.word[1].id);
printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
roles[command.part],
types[command.word[0].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;
-
++game.turns;
if (closecheck()) {