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 ||
command.verb = command.word[0].id;
break;
case NUMERIC: // LCOV_EXCL_LINE
+ if (!settings.oldstyle) {
+ sspeak(DONT_KNOW, command.word[0].raw);
+ goto Lclearobj;
+ }
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);