Eliminated "Lookup" label

This commit is contained in:
Aaron Traas 2018-11-19 14:52:13 -05:00
parent eb49f4d0d2
commit 16545a5765

159
main.c
View file

@ -983,6 +983,7 @@ 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) {
@ -1042,7 +1043,7 @@ static bool do_command()
rspeak(SAYS_PLUGH);
listobjects();
clear_command(&command);
clear_command(&command);
Lcheckhint:
checkhints();
@ -1096,7 +1097,7 @@ Lclosecheck:
else
rspeak(WHERE_QUERY);
clear_command(&command);
clear_command(&command);
goto Lcheckhint;
}
@ -1138,81 +1139,89 @@ 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);
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:
// 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 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
}
/* 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);
}
}