Eliminated "Lookup" label
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index c68a7ed4d2d9295264cf673ffdcabe24b781dc2a..7d688f34f13f061792947e41cb97fcdcf7e299f2 100644 (file)
--- a/main.c
+++ b/main.c
@@ -972,10 +972,18 @@ static void listobjects(void)
     }
 }
 
+void clear_command(command_t *cmd)
+{
+    cmd->verb = ACT_NULL;
+    game.oldobj = cmd->obj;
+    cmd->obj = NO_OBJECT;
+}
+
 static bool do_command()
 /* Get and execute a command */
 {
     static command_t command;
+    bool words_processed = false;
 
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
@@ -1035,13 +1043,9 @@ static bool do_command()
             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
@@ -1060,9 +1064,6 @@ L2600:
         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;
@@ -1073,12 +1074,6 @@ Lclosecheck:
         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],
@@ -1087,10 +1082,6 @@ Lclosecheck:
                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()) {
@@ -1106,7 +1097,8 @@ Lclosecheck:
             else
                 rspeak(WHERE_QUERY);
 
-            goto Lclearobj;
+            clear_command(&command);
+            goto Lcheckhint;
         }
 
         if (command.word[0].type == OBJECT) {
@@ -1147,83 +1139,90 @@ Lclosecheck:
             }
         }
 
-Lookup:
-        if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
-            if (++game.iwest == 10)
-                rspeak(W_IS_WEST);
-        }
-        if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
-            if (++game.igo == 10)
-                rspeak(GO_UNNEEDED);
-        }
-        if (command.word[0].id == WORD_NOT_FOUND) {
-            /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.word[0].raw);
-            goto Lclearobj;
-        }
-        switch (command.word[0].type) {
-        case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
-        case MOTION:
-            playermove(command.word[0].id);
-            return true;
-        case OBJECT:
-            command.part = unknown;
-            command.obj = command.word[0].id;
-            break;
-        case ACTION:
-            if (command.word[1].type == NUMERIC)
-                command.part = transitive;
-            else
-                command.part = intransitive;
-            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
-        }
-        switch (action(command)) {
-        case GO_TERMINATE:
-            return true;
-        case GO_MOVE:
-            playermove(NUL);
-            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:
+        // loop until all words in command are procesed
+        do {
+            // assume all words in command are processed, until proven otherwise
+            words_processed = true;
+
+            if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
+                if (++game.iwest == 10)
+                    rspeak(W_IS_WEST);
+            }
+            if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
+                if (++game.igo == 10)
+                    rspeak(GO_UNNEEDED);
+            }
+            if (command.word[0].id == WORD_NOT_FOUND) {
+                /* Gee, I don't understand. */
+                sspeak(DONT_KNOW, command.word[0].raw);
+            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 MOTION:
+                playermove(command.word[0].id);
+                return true;
+            case OBJECT:
+                command.part = unknown;
+                command.obj = command.word[0].id;
+                break;
+            case ACTION:
+                if (command.word[1].type == NUMERIC)
+                    command.part = transitive;
+                else
+                    command.part = intransitive;
+                command.verb = command.word[0].id;
+                break;
+            case NUMERIC:
+                if (!settings.oldstyle) {
+                    sspeak(DONT_KNOW, command.word[0].raw);
+                    clear_command(&command);
+                    goto Lcheckhint;
+                }
+            default: // LCOV_EXCL_LINE
+                BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+            }
+
+            switch (action(command)) {
+            case GO_TERMINATE:
+                return true;
+            case GO_MOVE:
+                playermove(NUL);
+                return true;
+            case GO_TOP:
+                continue;    /* back to top of main interpreter loop */
+            case GO_CLEAROBJ:
+            clear_command(&command);
+                /* FALL THROUGH */
+            case GO_CHECKHINT:
+                goto Lcheckhint;
+            case GO_WORD2:
 #ifdef GDEBUG
-            printf("Word shift\n");
+                printf("Word shift\n");
 #endif /* GDEBUG */
-            /* Get second word for analysis. */
-            command.word[0] = command.word[1];
-            command.word[1] = empty_command_word;
-            goto Lookup;
-        case GO_UNKNOWN:
-            /*  Random intransitive verbs come here.  Clear obj just in case
-             *  (see attack()). */
-            command.word[0].raw[0] = toupper(command.word[0].raw[0]);
-            sspeak(DO_WHAT, command.word[0].raw);
-            command.obj = 0;
-            goto L2600;
-        case GO_DWARFWAKE:
-            /*  Oh dear, he's disturbed the dwarves. */
-            rspeak(DWARVES_AWAKEN);
-            terminate(endgame);
-        default: // LCOV_EXCL_LINE
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
-        }
-    }
+                /* Get second word for analysis. */
+                command.word[0] = command.word[1];
+                command.word[1] = empty_command_word;
+                words_processed = false;
+                break;
+            case GO_UNKNOWN:
+                /*  Random intransitive verbs come here.  Clear obj just in case
+                 *  (see attack()). */
+                command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+                sspeak(DO_WHAT, command.word[0].raw);
+                command.obj = 0;
+                goto Lcheckhint;
+            case GO_DWARFWAKE:
+                /*  Oh dear, he's disturbed the dwarves. */
+                rspeak(DWARVES_AWAKEN);
+                terminate(endgame);
+            default: // LCOV_EXCL_LINE
+                BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+            }
+        } while (!words_processed);
+    } 
 }
 
 /* end */