/* Do not remove the headers from this file! see /USAGE for more info. */ /* ** cmd.c -- general command processing */ #include <daemons.h> #include <commands.h> object query_link(); // in /std/body.c void force_look(int force_long_desc); // in /std/body.c string move(object location); // in /std/object/move.c mixed expand_if_alias(string input); // in /std/body/alias.c object query_mailer(); // in /std/body/mailbase.c /* forward decl */ string history_and_alias_processing( string arg ); private nosave string array nonsense_msgs; string nonsense() { if (!nonsense_msgs) nonsense_msgs = MESSAGES_D->get_messages("nonsense"); return choice(nonsense_msgs) + "\n"; } mixed *debug_ids(object ob) { return ({ ob, ob->query_id() }); } varargs nomask int do_game_command(string str, int debug) { mixed result; mixed go_result; object *objs; object rootenv; /* ** We can't try parsing the user has no environment. We should ** move them to the VOID area and continue processing. */ if ( !environment(this_object()) ) { write("Oops! You're lost. Moving to the void...\n"); move(load_object(VOID_ROOM)); force_look(0); } /* ** First we have to get the list of objects that are going to be available ** in the parse. */ rootenv = parser_root_environment(environment(this_object()) ); objs = ({ rootenv, deep_useful_inv_parser_formatted(rootenv) }); //RABUG(sprintf("do_game_command: (parseable objects: %O)", map(objs, (: debug_ids :) ))); /* ** Parse the player's input */ result = parse_sentence(str, debug, objs); /* ** If a string was returned, then the parser figured something out. ** Write it out and we're done . */ if ( stringp(result) ) { if(debug) return result; if( result[<1] != '\n') result += "\n"; write( result ); return 1; } /* ** If the result is 0, the parser didn't know the verb so we keep looking. ** If a 1 was returned, then nothing more needs to be done. ** If the result is -1 or -2, the parser figured something was wrong. ** */ switch(result) { case 0: break; case 1: return 1; case -1: write(nonsense()); return 1; case -2: write("You aren't able to do that.\n"); return 1; default: write("This parser code should never be reached. If it is, let " "someone know how you got here.\n"); if( undefinedp( result )) write("Result was undefined.\n"); else { write( "Error was: " ); write(result); write("\n"); } return 1; } // If in debug mode, we're done if (debug) return 1; /* ** Check if they typed an exit */ go_result = parse_sentence("go " + str); if (go_result == 1) return 1; if (!result) result = go_result; /* 'You can't go ...' is a parser generated message for general failure. The go command is careful to return explicit error messages if the command makes sense, so we can safely ignore it. */ /* With the changing of exits to be more than just strings, the above is * no longer sufficient. If the object is not found, an entirely * different error message is passed that we have to catch as well. * That one being 'There is no ...' */ if (stringp(result) && (result[0..12] != "You can't go " && result[0..11] != "There is no ")) { write(result); return 1; } return 0; } nomask void force_game_command(string str) { object save_this_user = this_user(); set_this_player(query_link()); if (!do_game_command(str)) write(nonsense()); set_this_player(save_this_user); }