X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=misc.c;h=6db040a1fb3c0f755b3a741d5d9646845df698e5;hp=0d9405eb589551c5d2b7c21fc40b616af36bc6c6;hb=e3b508536d825ffd795b1b25abebc3ae8b800078;hpb=524f035e764fda464fc7c3aaa2c2eaa894805e48 diff --git a/misc.c b/misc.c index 0d9405e..6db040a 100644 --- a/misc.c +++ b/misc.c @@ -139,7 +139,7 @@ void sspeak(const int msg, ...) va_end(ap); } -void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) +void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...) /* Find the skip+1st message from msg and print it. Modes are: * feel = for inventory, what you can touch * look = the full description for the state the object is in @@ -147,7 +147,7 @@ void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) * study = text on the object. */ { va_list ap; - va_start(ap, blank); + va_start(ap, skip); switch (mode) { case touch: vspeak(objects[msg].inventory, blank, ap); @@ -511,6 +511,7 @@ static void tokenize(char* raw, command_t *cmd) /* populate command with parsed vocabulary metadata */ get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type)); get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type)); + cmd->state = TOKENIZED; } bool get_command_input(command_t *command) @@ -538,6 +539,20 @@ bool get_command_input(command_t *command) tokenize(inputbuf, command); +#ifdef GDEBUG + /* Needs to stay synced with enum word_type_t */ + const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"}; + /* needs to stay synced with enum speechpart */ + const char *roles[] = {"unknown", "intransitive", "transitive"}; + printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n", + roles[command->part], + types[command->word[0].type], + command->word[0].id, + types[command->word[1].type], + command->word[1].id); +#endif + + command->state = GIVEN; return true; } @@ -708,7 +723,7 @@ void state_change(obj_t obj, int state) /* Object must have a change-message list for this to be useful; only some do */ { game.prop[obj] = state; - pspeak(obj, change, state, true); + pspeak(obj, change, true, state); } /* end */