We are now goto free!
This commit is contained in:
parent
16545a5765
commit
a437136543
1 changed files with 207 additions and 169 deletions
376
main.c
376
main.c
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@ -224,6 +224,8 @@ static void checkhints(void)
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}
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}
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}
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}
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}
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}
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}
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}
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static bool spotted_by_pirate(int i)
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static bool spotted_by_pirate(int i)
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@ -979,11 +981,125 @@ void clear_command(command_t *cmd)
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cmd->obj = NO_OBJECT;
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cmd->obj = NO_OBJECT;
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}
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}
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/*
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* This function probably does too many disparate things. It checks for hints,
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* sees if the gamed is closed, checks for darkness, gets user input, increments
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* the turns in the game state, checks to see if we should be closing, gets the
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* command input, and preprocesses some implied verbs in the case that the user
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* put in a single word motion or object command.
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*
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* This was the lesser evil -- it got rid of a really nasty goto in the main
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* input parser/state transition engine. This should be refactored further.
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*/
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bool get_preprocessed_command_input(command_t *command)
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{
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bool preprocessed = false;
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do {
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preprocessed = true;
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checkhints();
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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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if (game.closed) {
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, 1, true);
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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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game.wzdark = DARK(game.loc);
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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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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#ifdef GDEBUG
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/* Needs to stay synced with enum word_type_t */
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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("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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command->word[0].id,
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types[command->word[1].type],
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command->word[1].id);
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#endif
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++game.turns;
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if (closecheck()) {
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if (game.closed)
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return false;
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} else
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lampcheck();
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if (command->word[0].type == MOTION && command->word[0].id == ENTER
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&& (command->word[1].id == STREAM || command->word[1].id == WATER)) {
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if (LIQLOC(game.loc) == WATER)
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rspeak(FEET_WET);
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else
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rspeak(WHERE_QUERY);
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clear_command(command);
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preprocessed = false;
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}
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if (command->word[0].type == OBJECT) {
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if (command->word[0].id == GRATE) {
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command->word[0].type = MOTION;
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if (game.loc == LOC_START ||
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game.loc == LOC_VALLEY ||
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game.loc == LOC_SLIT) {
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command->word[0].id = DEPRESSION;
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}
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if (game.loc == LOC_COBBLE ||
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game.loc == LOC_DEBRIS ||
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game.loc == LOC_AWKWARD ||
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game.loc == LOC_BIRD ||
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game.loc == LOC_PITTOP) {
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command->word[0].id = ENTRANCE;
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}
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}
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if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
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if (AT(command->word[1].id)) {
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command->word[1] = command->word[0];
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command->word[0].id = POUR;
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command->word[0].type = ACTION;
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strncpy(command->word[0].raw, "pour", LINESIZE - 1);
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}
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}
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if (command->word[0].id == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
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command->word[0].id = CARRY;
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command->word[0].type = ACTION;
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}
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/* From OV to VO form */
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if (command->word[0].type == OBJECT && command->word[1].type == ACTION) {
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command_word_t stage = command->word[0];
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command->word[0] = command->word[1];
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command->word[1] = stage;
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}
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}
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} while (preprocessed == false);
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return true;
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}
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static bool do_command()
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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 words_processed = false;
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bool command_given = false;
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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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@ -1015,6 +1131,9 @@ static bool do_command()
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/* Describe the current location and (maybe) get next command. */
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/* Describe the current location and (maybe) get next command. */
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for (;;) {
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for (;;) {
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command_given = false;
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command_executed = false;
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if (game.loc == 0)
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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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const char* msg = locations[game.loc].description.small;
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@ -1045,183 +1164,102 @@ static bool do_command()
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listobjects();
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listobjects();
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clear_command(&command);
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clear_command(&command);
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Lcheckhint:
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checkhints();
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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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if (game.closed) {
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, 1, true);
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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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game.wzdark = DARK(game.loc);
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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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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Lclosecheck:
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#ifdef GDEBUG
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/* Needs to stay synced with enum word_type_t */
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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("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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command.word[0].id,
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types[command.word[1].type],
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command.word[1].id);
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#endif
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++game.turns;
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if (closecheck()) {
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if (game.closed)
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return true;
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} else
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lampcheck();
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if (command.word[0].type == MOTION && command.word[0].id == ENTER
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&& (command.word[1].id == STREAM || command.word[1].id == WATER)) {
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if (LIQLOC(game.loc) == WATER)
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rspeak(FEET_WET);
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else
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rspeak(WHERE_QUERY);
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clear_command(&command);
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goto Lcheckhint;
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}
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if (command.word[0].type == OBJECT) {
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if (command.word[0].id == GRATE) {
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command.word[0].type = MOTION;
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if (game.loc == LOC_START ||
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game.loc == LOC_VALLEY ||
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game.loc == LOC_SLIT) {
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command.word[0].id = DEPRESSION;
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}
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if (game.loc == LOC_COBBLE ||
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game.loc == LOC_DEBRIS ||
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game.loc == LOC_AWKWARD ||
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game.loc == LOC_BIRD ||
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game.loc == LOC_PITTOP) {
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command.word[0].id = ENTRANCE;
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}
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}
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if ((command.word[0].id == WATER || command.word[0].id == OIL) && (command.word[1].id == PLANT || command.word[1].id == DOOR)) {
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if (AT(command.word[1].id)) {
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command.word[1] = command.word[0];
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command.word[0].id = POUR;
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command.word[0].type = ACTION;
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strncpy(command.word[0].raw, "pour", LINESIZE - 1);
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}
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}
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if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
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command.word[0].id = CARRY;
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command.word[0].type = ACTION;
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}
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/* From OV to VO form */
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if (command.word[0].type == OBJECT && command.word[1].type == ACTION) {
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command_word_t stage = command.word[0];
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command.word[0] = command.word[1];
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command.word[1] = stage;
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}
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}
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// loop until all words in command are procesed
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do {
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do {
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// assume all words in command are processed, until proven otherwise
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// Get pre-processed command input from user
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words_processed = true;
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command_given = get_preprocessed_command_input(&command);
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if (!command_given)
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return game.closed;
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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// loop until all words in command are procesed
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if (++game.iwest == 10)
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do {
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rspeak(W_IS_WEST);
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// assume all words in command are processed, until proven otherwise
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}
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command_executed = true;
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if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
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if (++game.igo == 10)
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rspeak(GO_UNNEEDED);
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}
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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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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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goto Lcheckhint;
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}
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switch (command.word[0].type) {
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if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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if (++game.iwest == 10)
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case MOTION:
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rspeak(W_IS_WEST);
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playermove(command.word[0].id);
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}
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return true;
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if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
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case OBJECT:
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if (++game.igo == 10)
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command.part = unknown;
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rspeak(GO_UNNEEDED);
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command.obj = command.word[0].id;
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}
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break;
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if (command.word[0].id == WORD_NOT_FOUND) {
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case ACTION:
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/* Gee, I don't understand. */
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if (command.word[1].type == NUMERIC)
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command.part = transitive;
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else
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command.part = intransitive;
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command.verb = command.word[0].id;
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break;
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case NUMERIC:
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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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goto Lcheckhint;
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command_given = false;
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break;
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}
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}
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default: // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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switch (action(command)) {
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switch (command.word[0].type) {
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case GO_TERMINATE:
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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return true;
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case MOTION:
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case GO_MOVE:
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playermove(command.word[0].id);
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playermove(NUL);
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return true;
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return true;
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case OBJECT:
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case GO_TOP:
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command.part = unknown;
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continue; /* back to top of main interpreter loop */
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command.obj = command.word[0].id;
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case GO_CLEAROBJ:
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break;
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clear_command(&command);
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case ACTION:
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/* FALL THROUGH */
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if (command.word[1].type == NUMERIC)
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case GO_CHECKHINT:
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command.part = transitive;
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goto Lcheckhint;
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else
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case GO_WORD2:
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command.part = intransitive;
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command.verb = command.word[0].id;
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break;
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case NUMERIC:
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if (!settings.oldstyle) {
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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command_given = false;
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}
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break;
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default: // LCOV_EXCL_LINE
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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}
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if(command_given) {
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switch (action(command)) {
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case GO_TERMINATE:
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return true;
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case GO_MOVE:
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playermove(NUL);
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return true;
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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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case GO_WORD2:
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#ifdef GDEBUG
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#ifdef GDEBUG
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printf("Word shift\n");
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printf("Word shift\n");
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#endif /* GDEBUG */
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#endif /* GDEBUG */
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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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words_processed = false;
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command_executed = false;
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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]);
|
command.word[0].raw[0] = toupper(command.word[0].raw[0]);
|
||||||
sspeak(DO_WHAT, command.word[0].raw);
|
sspeak(DO_WHAT, command.word[0].raw);
|
||||||
command.obj = 0;
|
command.obj = 0;
|
||||||
goto Lcheckhint;
|
command_given = false;
|
||||||
case GO_DWARFWAKE:
|
break;
|
||||||
/* Oh dear, he's disturbed the dwarves. */
|
case GO_DWARFWAKE:
|
||||||
rspeak(DWARVES_AWAKEN);
|
/* Oh dear, he's disturbed the dwarves. */
|
||||||
terminate(endgame);
|
rspeak(DWARVES_AWAKEN);
|
||||||
default: // LCOV_EXCL_LINE
|
terminate(endgame);
|
||||||
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
|
default: // LCOV_EXCL_LINE
|
||||||
}
|
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
|
||||||
} while (!words_processed);
|
}
|
||||||
|
}
|
||||||
|
} while (!command_executed);
|
||||||
|
} while (!command_given);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue