Explicit preserve logic is no longer needed...
...now that we're not heedlessly nuking the command state.
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1 changed files with 0 additions and 13 deletions
13
main.c
13
main.c
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@ -1060,9 +1060,6 @@ Lcheckhint:
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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/* Preserve state from last command for reuse when required */
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command_t preserve = command;
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// Get command input from user
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if (!get_command_input(&command))
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return false;
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@ -1073,12 +1070,6 @@ Lclosecheck:
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const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
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/* needs to stay synced with enum speechpart */
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const char *roles[] = {"unknown", "intransitive", "transitive"};
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printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[preserve.part],
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types[preserve.word[0].type],
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preserve.word[0].id,
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types[preserve.word[1].type],
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preserve.word[1].id);
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printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[command.part],
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types[command.word[0].type],
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@ -1087,10 +1078,6 @@ Lclosecheck:
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command.word[1].id);
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#endif
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/* Handle of objectless action followed by actionless object */
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if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
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command.verb = preserve.verb;
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++game.turns;
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if (closecheck()) {
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