Encapsulate command words into their own struct.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index efaeedc22a0a58c2ec09342394281dd62d823bdc..ba2f7d7597668f7c2eeb84292c76d6f41a405650 100644 (file)
--- a/main.c
+++ b/main.c
@@ -970,8 +970,6 @@ static bool do_command()
 {
     static struct command_t command;
 
-    command.verb = 0;
-
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
@@ -1052,11 +1050,32 @@ Lclearobj:
         if (game.knfloc > 0 && game.knfloc != game.loc)
             game.knfloc = 0;
 
-        // Get command input from user
+       /* Preserve state from last command for reuse when required */
+       struct command_t preserve;
+       memcpy(&preserve, &command, sizeof(struct command_t));
+
+       // Get command input from user
         if (!get_command_input(&command))
             return false;
 
-        ++game.turns;
+#ifdef GDEBUG
+       printf("Preserve: type1 = %u, id1 = %ld, type2 = %u, id2 = %ld\n",
+              preserve.word[0].type, preserve.word[0].id, preserve.word[1].type, preserve.word[1].id);
+       printf("Command: type1 = %u, id1 = %ld, type2 = %u, id2 = %ld\n",
+              command.word[0].type, command.word[0].id, command.word[1].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;
+
+#ifdef BROKEN
+       /* Handling of actionless object followed by objectless action */
+       if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
+           command.obj = preserve.obj;
+#endif
+
+       ++game.turns;
 
         if (closecheck()) {
             if (game.closed)
@@ -1064,8 +1083,8 @@ Lclearobj:
         } else
             lampcheck();
 
-        if (command.type1 == MOTION && command.id1 == ENTER
-            && (command.id2 == STREAM || command.id2 == WATER)) {
+        if (command.word[0].type == MOTION && command.word[0].id == ENTER
+            && (command.word[1].id == STREAM || command.word[1].id == WATER)) {
             if (LIQLOC(game.loc) == WATER)
                 rspeak(FEET_WET);
             else
@@ -1074,72 +1093,72 @@ Lclearobj:
             goto Lclearobj;
         }
 
-        if (command.type1 == OBJECT) {
-            if (command.id1 == GRATE) {
-                command.type1 = MOTION;
+        if (command.word[0].type == OBJECT) {
+            if (command.word[0].id == GRATE) {
+                command.word[0].type = MOTION;
                 if (game.loc == LOC_START ||
                     game.loc == LOC_VALLEY ||
                     game.loc == LOC_SLIT) {
-                    command.id1 = DEPRESSION;
+                    command.word[0].id = DEPRESSION;
                 }
                 if (game.loc == LOC_COBBLE ||
                     game.loc == LOC_DEBRIS ||
                     game.loc == LOC_AWKWARD ||
                     game.loc == LOC_BIRD ||
                     game.loc == LOC_PITTOP) {
-                    command.id1 = ENTRANCE;
+                    command.word[0].id = ENTRANCE;
                 }
             }
-            if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
-                if (AT(command.id2)) {
-                    command.id2 = POUR;
-                    command.type2 = ACTION;
-                    strncpy(command.raw2, "POUR", LINESIZE - 1);
+            if (!((command.word[0].id != WATER && command.word[0].id != OIL) || (command.word[1].id != PLANT && command.word[1].id != DOOR))) {
+                if (AT(command.word[1].id)) {
+                    command.word[1].id = POUR;
+                    command.word[1].type = ACTION;
+                    strncpy(command.word[1].raw, "POUR", LINESIZE - 1);
                 }
             }
-            if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
-                command.id1 = CARRY;
-                command.type1 = ACTION;
-                strncpy(command.raw2, "CATCH", LINESIZE - 1);
+            if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
+                command.word[0].id = CARRY;
+                command.word[0].type = ACTION;
+                strncpy(command.word[1].raw, "CATCH", LINESIZE - 1);
             }
         }
 
 Lookup:
-        if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
+        if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
             if (++game.iwest == 10)
                 rspeak(W_IS_WEST);
         }
-        if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
+        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.id1 == WORD_NOT_FOUND) {
+        if (command.word[0].id == WORD_NOT_FOUND) {
             /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.raw1);
+            sspeak(DONT_KNOW, command.word[0].raw);
             goto Lclearobj;
         }
-        switch (command.type1) {
+        switch (command.word[0].type) {
         case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
         case MOTION:
-            playermove(command.id1);
+            playermove(command.word[0].id);
             return true;
         case OBJECT:
             command.part = unknown;
-            command.obj = command.id1;
+            command.obj = command.word[0].id;
             break;
         case ACTION:
-            if(command.type2 == NUMERIC) 
+            if(command.word[1].type == NUMERIC) 
                 command.part = transitive;
             else
                 command.part = intransitive;
-            command.verb = command.id1;
+            command.verb = command.word[0].id;
             break;
-        case NUMERIC:
+        case NUMERIC: // LCOV_EXCL_LINE
         default: // LCOV_EXCL_LINE
             BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
         }
 
-        switch (action(&command)) {
+        switch (action(command)) {
         case GO_TERMINATE:
             return true;
         case GO_MOVE:
@@ -1149,18 +1168,18 @@ Lookup:
             continue;  /* back to top of main interpreter loop */
         case GO_WORD2:
             /* Get second word for analysis. */
-            command.id1 = command.id2;
-            command.type1 = command.type2;
-            strncpy(command.raw1, command.raw2, LINESIZE - 1);
-            command.id2 = WORD_EMPTY;
-            command.type2 = NO_WORD_TYPE;
-            command.raw2[0] = '\0';
+            command.word[0].id = command.word[1].id;
+            command.word[0].type = command.word[1].type;
+            strncpy(command.word[0].raw, command.word[1].raw, LINESIZE - 1);
+            command.word[1].id = WORD_EMPTY;
+            command.word[1].type = NO_WORD_TYPE;
+            command.word[1].raw[0] = '\0';
             goto Lookup;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case
              *  (see attack()). */
-            command.raw1[0] = toupper(command.raw1[0]);
-            sspeak(DO_WHAT, command.raw1);
+            command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+            sspeak(DO_WHAT, command.word[0].raw);
             command.obj = 0;
         // Fallthrough
         case GO_CHECKHINT: // Fallthrough