Removed the body of the try command.
- Removed the try command's test functionality to allow for the later implementation of the actual functionality.
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66e0279e78
commit
d0e4a8f9fc
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@ -297,47 +297,9 @@ int evaluateNextCommand(gameLogicParameters * parameters, commandQueue * queue)
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{
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userMessage * tryMessage = malloc(sizeof(userMessage));
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tryMessage->senderName[0] = '\0';
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switch (getCoreStatFromString(currentCommand->arguments, 9))
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{
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case STRENGTH:
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{
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switch (statCheck(currentCommand->caller, 20, STRENGTH))
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{
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case CRITICAL_FAILURE:
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{
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strcpy(tryMessage->messageContent, "You weak, puny shit. Bet you don't even lift, bro.\n");
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break;
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}
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case FAILURE:
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{
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strcpy(tryMessage->messageContent, "Come on, bro, you should be able to get this set done.\n");
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break;
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}
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case SUCCESS:
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{
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strcpy(tryMessage->messageContent, "Nice set, bro. Keep it up.\n");
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break;
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}
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case CRITICAL_SUCCESS:
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{
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strcpy(tryMessage->messageContent, "HOLY SHIT, BRO! THAT'S SOME MAD REPS RIGHT THERE!\n");
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break;
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}
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default:
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{
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strcpy(tryMessage->messageContent, "I don't even, bro.\n");
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}
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}
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break;
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}
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default:
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{
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sprintf(tryMessage->messageContent,"%d",
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skillCheck(currentCommand->caller, 10, currentCommand->arguments, strlen(currentCommand->arguments),
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parameters->globalSkillList));
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break;
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}
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}
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// Temporary message until we can implement objects, events, and challenges.
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strcpy(tryMessage->messageContent, "The try command is currently not implemented. Implement it if you want to use it.\n");
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// Allocate an outputMessage for the queue:
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outputMessage * tryOutputMessage = createTargetedOutputMessage(tryMessage, ¤tCommand->caller, 1);
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