listobjects();
Lclearobj:
+ command.verb = 0;
game.oldobj = command.obj;
+ command.obj = 0;
+L2600:
checkhints();
/* If closing time, check for any objects being toted with
if (!get_command_input(&command))
return false;
+Lclosecheck:
#ifdef GDEBUG
/* Needs to stay synced with enum word_type_t */
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
command.word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
+
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
+ if (!is_valid(game)) {
+ exit(1);
+ }
switch (action(command)) {
case GO_TERMINATE:
return true;
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ goto Lclearobj;
+ case GO_CHECKHINT:
+ goto L2600;
+ case GO_CHECKFOO:
+ goto Lclosecheck;
+ case GO_LOOKUP:
+ goto Lookup;
case GO_WORD2:
#ifdef GDEBUG
printf("Word shift\n");
command.word[0].raw[0] = toupper(command.word[0].raw[0]);
sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
- // Fallthrough
- case GO_CLEAROBJ:
- goto Lclearobj;
+ goto L2600;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
return true;
}
-static void get_vocab_metadata(command_word_t* word)
+static void get_vocab_metadata(const char* word, vocab_t* id, word_type_t* type)
{
/* Check for an empty string */
- if (strncmp(word->raw, "", sizeof("")) == 0) {
- word->id = WORD_EMPTY;
- word->type = NO_WORD_TYPE;
+ if (strncmp(word, "", sizeof("")) == 0) {
+ *id = WORD_EMPTY;
+ *type = NO_WORD_TYPE;
return;
}
vocab_t ref_num;
- ref_num = get_motion_vocab_id(word->raw);
+ ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = MOTION;
+ *id = ref_num;
+ *type = MOTION;
return;
}
- ref_num = get_object_vocab_id(word->raw);
+ ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = OBJECT;
+ *id = ref_num;
+ *type = OBJECT;
return;
}
- ref_num = get_action_vocab_id(word->raw);
+ ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = ACTION;
+ *id = ref_num;
+ *type = ACTION;
return;
}
// Check for the reservoir magic word.
- if (strcasecmp(word->raw, game.zzword) == 0) {
- word->id = PART;
- word->type = ACTION;
+ if (strcasecmp(word, game.zzword) == 0) {
+ *id = PART;
+ *type = ACTION;
return;
}
// Check words that are actually numbers.
- if (is_valid_int(word->raw)) {
- word->id = WORD_EMPTY;
- word->type = NUMERIC;
+ if (is_valid_int(word)) {
+ *id = WORD_EMPTY;
+ *type = NUMERIC;
return;
}
- word->id = WORD_NOT_FOUND;
- word->type = NO_WORD_TYPE;
+ *id = WORD_NOT_FOUND;
+ *type = NO_WORD_TYPE;
return;
}
static void tokenize(char* raw, command_t *cmd)
{
- memset(cmd, '\0', sizeof(command_t));
+ /*
+ * Be caereful about modifing this. We do not want to nuke the
+ * the speech part or ID from the previous turn.
+ */
+ 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
* overflow. but we shortstop this more simply by making each
}
/* populate command with parsed vocabulary metadata */
- get_vocab_metadata(&(cmd->word[0]));
- get_vocab_metadata(&(cmd->word[1]));
+ 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));
}
bool get_command_input(command_t *command)