rspeak(SAYS_PLUGH);
listobjects();
-
-Lclearobj:
- command.verb = ACT_NULL;
- game.oldobj = command.obj;
- command.obj = NO_OBJECT;
-
+ clear_command(&command);
+
Lcheckhint:
checkhints();
else
rspeak(WHERE_QUERY);
- goto Lclearobj;
+ clear_command(&command);
+ goto Lcheckhint;
}
if (command.word[0].type == OBJECT) {
if (command.word[0].id == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
+ clear_command(&command);
+ goto Lcheckhint;
}
switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case NUMERIC:
if (!settings.oldstyle) {
sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
+ clear_command(&command);
+ goto Lcheckhint;
}
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
case GO_TOP:
continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ:
- goto Lclearobj;
+ clear_command(&command);
+ /* FALL THROUGH */
case GO_CHECKHINT:
goto Lcheckhint;
case GO_WORD2: