/* Okay, he's dead. Let's get on with it. */
{
if (game.numdie < 0)
- game.numdie = 0;
+ game.numdie = 0; // LCOV_EXCL_LINE
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
rspeak(SAYS_PLUGH);
listobjects();
-
-Lclearobj:
- command.verb = 0;
- game.oldobj = command.obj;
- command.obj = 0;
-
-L2600:
+ clear_command(&command);
+
+Lcheckhint:
checkhints();
/* If closing time, check for any objects being toted with
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()) {
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
command.part = intransitive;
command.verb = command.word[0].id;
break;
- case NUMERIC: // LCOV_EXCL_LINE
+ 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
}
- if (!is_valid(game)) {
- exit(1);
- }
switch (action(command)) {
case GO_TERMINATE:
return true;
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 L2600;
- case GO_CHECKFOO:
- goto Lclosecheck;
- case GO_LOOKUP:
- goto Lookup;
+ goto Lcheckhint;
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;
- goto L2600;
+ goto Lcheckhint;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);