cmd->obj = NO_OBJECT;
}
-/*
+/*
* This function probably does too many disparate things. It checks for hints,
- * sees if the gamed is closed, checks for darkness, gets user input, increments
- * the turns in the game state, checks to see if we should be closing, gets the
- * command input, and preprocesses some implied verbs in the case that the user
+ * sees if the gamed is closed, checks for darkness, gets user input, increments
+ * the turns in the game state, checks to see if we should be closing, gets the
+ * command input, and preprocesses some implied verbs in the case that the user
* put in a single word motion or object command.
- *
- * This was the lesser evil -- it got rid of a really nasty goto in the main
+ *
+ * This was the lesser evil -- it got rid of a really nasty goto in the main
* input parser/state transition engine. This should be refactored further.
*/
bool get_preprocessed_command_input(command_t *command)
listobjects();
clear_command(&command);
-
+
do {
// Get pre-processed command input from user
command_given = get_preprocessed_command_input(&command);
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- if(command_given) {
+ if (command_given) {
switch (action(command)) {
case GO_TERMINATE:
return true;
continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ:
clear_command(&command);
- /* FALL THROUGH */
+ /* FALL THROUGH */
case GO_CHECKHINT:
command_given = false;
break;
}
} while (!command_executed);
} while (!command_given);
- }
+ }
}
/* end */