Typedefify command_t; simplify code accordingly.
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5c30d6429f
commit
24d102781c
4 changed files with 15 additions and 15 deletions
10
actions.c
10
actions.c
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@ -6,7 +6,7 @@
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static int fill(verb_t, obj_t);
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static int attack(struct command_t command)
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static int attack(command_t command)
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/* Attack. Assume target if unambiguous. "Throw" also links here.
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* Attackable objects fall into two categories: enemies (snake,
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* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
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@ -1076,7 +1076,7 @@ static int quit(void)
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return GO_CLEAROBJ;
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}
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static int read(struct command_t command)
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static int read(command_t command)
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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{
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if (command.obj == INTRANSITIVE) {
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@ -1141,7 +1141,7 @@ static int rub(verb_t verb, obj_t obj)
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return GO_CLEAROBJ;
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}
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static int say(struct command_t command)
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static int say(command_t command)
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/* Say. Echo WD2. Magic words override. */
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{
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if (command.word[1].type == MOTION &&
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@ -1173,7 +1173,7 @@ static int throw_support(vocab_t spk)
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return GO_MOVE;
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}
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static int throw (struct command_t command)
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static int throw (command_t command)
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/* Throw. Same as discard unless axe. Then same as attack except
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* ignore bird, and if dwarf is present then one might be killed.
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* (Only way to do so!) Axe also special for dragon, bear, and
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@ -1311,7 +1311,7 @@ static int wave(verb_t verb, obj_t obj)
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}
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}
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int action(struct command_t command)
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int action(command_t command)
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word.
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*/
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8
advent.h
8
advent.h
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@ -189,17 +189,17 @@ typedef struct {
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word_type_t type;
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} command_word_t;
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struct command_t {
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typedef struct {
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enum speechpart part;
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command_word_t word[2];
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verb_t verb;
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obj_t obj;
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};
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} command_t;
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extern struct game_t game;
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extern struct settings_t settings;
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extern bool get_command_input(struct command_t *);
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extern bool get_command_input(command_t *);
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extern void speak(const char*, ...);
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extern void sspeak(int msg, ...);
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extern void pspeak(vocab_t, enum speaktype, int, bool, ...);
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@ -224,7 +224,7 @@ extern int suspend(void);
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extern int resume(void);
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extern int restore(FILE *);
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extern long initialise(void);
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extern int action(struct command_t command);
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extern int action(command_t command);
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extern void state_change(obj_t, int);
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6
main.c
6
main.c
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@ -968,7 +968,7 @@ static void listobjects(void)
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static bool do_command()
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/* Get and execute a command */
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{
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static struct command_t command;
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static command_t command;
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/* Can't leave cave once it's closing (except by main office). */
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if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
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@ -1051,8 +1051,8 @@ Lclearobj:
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game.knfloc = 0;
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/* Preserve state from last command for reuse when required */
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struct command_t preserve;
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memcpy(&preserve, &command, sizeof(struct command_t));
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command_t preserve;
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memcpy(&preserve, &command, sizeof(command_t));
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// Get command input from user
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if (!get_command_input(&command))
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6
misc.c
6
misc.c
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@ -464,9 +464,9 @@ static void get_vocab_metadata(command_word_t* word)
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return;
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}
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static void tokenize(char* raw, struct command_t *cmd)
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static void tokenize(char* raw, command_t *cmd)
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{
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memset(cmd, '\0', sizeof(struct command_t));
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memset(cmd, '\0', sizeof(command_t));
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/* Bound prefix on the %s would be needed to prevent buffer
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* overflow. but we shortstop this more simply by making each
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@ -500,7 +500,7 @@ static void tokenize(char* raw, struct command_t *cmd)
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get_vocab_metadata(&(cmd->word[1]));
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}
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bool get_command_input(struct command_t *command)
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bool get_command_input(command_t *command)
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/* Get user input on stdin, parse and map to command */
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{
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char inputbuf[LINESIZE];
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