Refactored; added state property to command struct to notate where in the lifecycle of command processing that the command is.
This commit is contained in:
parent
9475552be4
commit
5f4df123b4
3 changed files with 107 additions and 82 deletions
3
advent.h
3
advent.h
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@ -196,11 +196,14 @@ typedef struct {
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word_type_t type;
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word_type_t type;
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} command_word_t;
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} command_word_t;
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typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
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typedef struct {
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typedef struct {
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enum speechpart part;
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enum speechpart part;
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command_word_t word[2];
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command_word_t word[2];
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verb_t verb;
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verb_t verb;
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obj_t obj;
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obj_t obj;
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command_state_t state;
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} command_t;
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} command_t;
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extern struct game_t game;
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extern struct game_t game;
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164
main.c
164
main.c
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@ -480,6 +480,26 @@ static void croak(void)
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}
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}
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}
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}
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static void describe_location(void) {
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const char* msg = locations[game.loc].description.small;
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if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
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msg == NO_MESSAGE)
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msg = locations[game.loc].description.big;
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if (!FORCED(game.loc) && DARK(game.loc)) {
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msg = arbitrary_messages[PITCH_DARK];
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}
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if (TOTING(BEAR))
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rspeak(TAME_BEAR);
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speak(msg);
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if (game.loc == LOC_Y2 && PCT(25) && !game.closng) // FIXME: magic number
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rspeak(SAYS_PLUGH);
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}
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static bool traveleq(int a, int b)
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static bool traveleq(int a, int b)
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/* Are two travel entries equal for purposes of skip after failed condition? */
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/* Are two travel entries equal for purposes of skip after failed condition? */
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{
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{
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@ -963,24 +983,10 @@ static void listobjects(void)
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void clear_command(command_t *cmd)
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void clear_command(command_t *cmd)
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{
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{
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cmd->verb = ACT_NULL;
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cmd->verb = ACT_NULL;
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cmd->part = unknown;
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game.oldobj = cmd->obj;
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game.oldobj = cmd->obj;
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cmd->obj = NO_OBJECT;
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cmd->obj = NO_OBJECT;
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}
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cmd->state = EMPTY;
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void close_cleanup_before_command(void)
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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{
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if (game.closed) {
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && game.prop[i] < 0)
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game.prop[i] = STASHED(i);
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}
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}
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}
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}
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bool preprocess_command(command_t *command)
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bool preprocess_command(command_t *command)
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@ -1045,7 +1051,7 @@ bool preprocess_command(command_t *command)
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command->word[0].type = ACTION;
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command->word[0].type = ACTION;
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}
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}
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}
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}
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command->state = PREPROCESSED;
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -1055,8 +1061,7 @@ static bool do_command()
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/* Get and execute a command */
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/* Get and execute a command */
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{
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{
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static command_t command;
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static command_t command;
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bool command_given = false;
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command.state = EMPTY;
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bool command_executed = false;
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/* Can't leave cave once it's closing (except by main office). */
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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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if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
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@ -1085,76 +1090,84 @@ static bool do_command()
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if (!dwarfmove())
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if (!dwarfmove())
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croak();
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croak();
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/* Describe the current location and (maybe) get next command. */
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if (game.loc == LOC_NOWHERE) {
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for (;;) {
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if (game.loc == 0)
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croak();
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croak();
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const char* msg = locations[game.loc].description.small;
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}
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if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
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msg == 0)
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msg = locations[game.loc].description.big;
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if (!FORCED(game.loc) && DARK(game.loc)) {
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/* The easiest way to get killed is to fall into a pit in
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/* The easiest way to get killed is to fall into a pit in
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* pitch darkness. */
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* pitch darkness. */
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if (game.wzdark && PCT(35)) {
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if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
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rspeak(PIT_FALL);
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rspeak(PIT_FALL);
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game.oldlc2 = game.loc;
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game.oldlc2 = game.loc;
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croak();
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croak();
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continue; /* back to top of main interpreter loop */
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return true;
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}
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}
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msg = arbitrary_messages[PITCH_DARK];
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}
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/* Describe the current location and (maybe) get next command. */
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if (TOTING(BEAR))
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while (command.state != EXECUTED) {
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rspeak(TAME_BEAR);
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describe_location();
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speak(msg);
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if (FORCED(game.loc)) {
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if (FORCED(game.loc)) {
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playermove(HERE);
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playermove(HERE);
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return true;
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return true;
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}
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}
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if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
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rspeak(SAYS_PLUGH);
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listobjects();
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listobjects();
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/* Command not yet given; keep getting commands from user
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* until valid command is both given and executed. */
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clear_command(&command);
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clear_command(&command);
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while (command.state <= GIVEN) {
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// Keep getting commands from user until valid command is both given and executed.
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if (game.closed) {
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do {
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/* If closing time, check for any objects being toted with
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// Check some quick-time game state items, get input from user, increment turn,
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* game.prop < 0 and stash them. This way objects won't be
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// and pre-process commands. Keep going until pre-processing is done.
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* described until they've been picked up and put down
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do {
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* separate from their respective piles. */
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checkhints();
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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close_cleanup_before_command();
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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if (TOTING(i) && game.prop[i] < 0)
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game.prop[i] = STASHED(i);
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}
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}
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/* Check to see if the room is dark. If the knife is here,
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* and it's dark, the knife permanently disappears */
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game.wzdark = DARK(game.loc);
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game.wzdark = DARK(game.loc);
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if (game.knfloc > 0 && game.knfloc != game.loc)
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if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
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game.knfloc = 0;
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game.knfloc = LOC_NOWHERE;
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// Get command input from user
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/* Check some for hints, get input from user, increment
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* turn, and pre-process commands. Keep going until
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* pre-processing is done. */
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while ( command.state < PREPROCESSED ) {
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checkhints();
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/* Get command input from user */
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if (!get_command_input(&command))
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if (!get_command_input(&command))
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return false;
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return false;
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++game.turns;
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++game.turns;
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} while ( !preprocess_command(&command));
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preprocess_command(&command);
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command_given = true;
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}
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// check if game is closed
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/* check if game is closed, and exit if it is */
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if (closecheck() )
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if (closecheck() )
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return true;
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return true;
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// loop until all words in command are procesed
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/* loop until all words in command are procesed */
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do {
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while (command.state == PREPROCESSED ) {
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// assume all words in command are processed, until proven otherwise
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command.state = PROCESSING;
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command_executed = true;
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if (command.word[0].id == WORD_NOT_FOUND) {
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if (command.word[0].id == WORD_NOT_FOUND) {
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/* Gee, I don't understand. */
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/* Gee, I don't understand. */
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sspeak(DONT_KNOW, command.word[0].raw);
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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clear_command(&command);
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command_given = false;
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continue;
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continue;
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}
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}
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// Give user hints of shortcuts
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/* Give user hints of shortcuts */
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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if (++game.iwest == 10)
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if (++game.iwest == 10)
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rspeak(W_IS_WEST);
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rspeak(W_IS_WEST);
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@ -1168,7 +1181,8 @@ static bool do_command()
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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case MOTION:
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case MOTION:
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playermove(command.word[0].id);
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playermove(command.word[0].id);
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return true;
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command.state = EXECUTED;
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continue;
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case OBJECT:
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case OBJECT:
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command.part = unknown;
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command.part = unknown;
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command.obj = command.word[0].id;
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command.obj = command.word[0].id;
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@ -1184,7 +1198,6 @@ static bool do_command()
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if (!settings.oldstyle) {
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if (!settings.oldstyle) {
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sspeak(DONT_KNOW, command.word[0].raw);
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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clear_command(&command);
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command_given = false;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1194,17 +1207,11 @@ static bool do_command()
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switch (action(command)) {
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switch (action(command)) {
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case GO_TERMINATE:
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case GO_TERMINATE:
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return true;
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command.state = EXECUTED;
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break;
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case GO_MOVE:
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case GO_MOVE:
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playermove(NUL);
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playermove(NUL);
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return true;
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command.state = EXECUTED;
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case GO_TOP:
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continue; /* back to top of main interpreter loop */
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case GO_CLEAROBJ:
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clear_command(&command);
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/* FALL THROUGH */
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case GO_CHECKHINT:
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command_given = false;
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break;
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break;
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case GO_WORD2:
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case GO_WORD2:
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#ifdef GDEBUG
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#ifdef GDEBUG
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@ -1213,26 +1220,39 @@ static bool do_command()
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/* Get second word for analysis. */
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/* Get second word for analysis. */
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command.word[0] = command.word[1];
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command.word[0] = command.word[1];
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command.word[1] = empty_command_word;
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command.word[1] = empty_command_word;
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command_executed = false;
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command.state = PREPROCESSED;
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break;
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break;
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case GO_UNKNOWN:
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case GO_UNKNOWN:
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/* Random intransitive verbs come here. Clear obj just in case
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/* Random intransitive verbs come here. Clear obj just in case
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* (see attack()). */
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* (see attack()). */
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command.word[0].raw[0] = toupper(command.word[0].raw[0]);
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command.word[0].raw[0] = toupper(command.word[0].raw[0]);
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sspeak(DO_WHAT, command.word[0].raw);
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sspeak(DO_WHAT, command.word[0].raw);
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command.obj = 0;
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command.obj = NO_OBJECT;
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command_given = false;
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/* object cleared; we need to go back to the preprocessing step */
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command.state = GIVEN;
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break;
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break;
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case GO_DWARFWAKE:
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case GO_DWARFWAKE:
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/* Oh dear, he's disturbed the dwarves. */
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/* Oh dear, he's disturbed the dwarves. */
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rspeak(DWARVES_AWAKEN);
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rspeak(DWARVES_AWAKEN);
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terminate(endgame);
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terminate(endgame);
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case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
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clear_command(&command);
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break;
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case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
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break;
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case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
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command.state = GIVEN;
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break;
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default: // LCOV_EXCL_LINE
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default: // LCOV_EXCL_LINE
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BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
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BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
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}
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}
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} while (!command_executed);
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} /* while command has nob been fully processed */
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} while (!command_given);
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} /* while command is not yet given */
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}
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} /* while command is not executed */
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/* command completely executed; we return true. */
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return true;
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}
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}
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/* end */
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/* end */
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2
misc.c
2
misc.c
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@ -511,6 +511,7 @@ static void tokenize(char* raw, command_t *cmd)
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/* populate command with parsed vocabulary metadata */
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/* populate command with parsed vocabulary metadata */
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get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type));
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get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type));
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get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type));
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get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type));
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cmd->state = TOKENIZED;
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}
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}
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bool get_command_input(command_t *command)
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bool get_command_input(command_t *command)
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@ -551,6 +552,7 @@ bool get_command_input(command_t *command)
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command->word[1].id);
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command->word[1].id);
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#endif
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#endif
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command->state = GIVEN;
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return true;
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return true;
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}
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}
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