* ESR apologizes for the remaing gotos (now confined to one function
* in this file - there used to be over 350 of them, *everywhere*).
* Applying the Structured Program Theorem can be hard.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
fprintf(stderr,
"advent: can't open save file %s for read\n",
optarg);
- signal(SIGINT, sig_handler);
break;
#endif
default:
static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
+ if (game.numdie < 0)
+ game.numdie = 0;
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
- int te_tmp = travel_entry;
- do {
- if (travel[te_tmp].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
- ++te_tmp;
- } while
- (traveleq(travel_entry, te_tmp));
- travel_entry = te_tmp;
+ {
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ }
continue; /* goto L12 */
case 3:
/* Special travel 3. Troll bridge. Must be done
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
- /* Preserve state from last command for reuse when required */
- command_t preserve = command;
+ /* Preserve state from last command for reuse when required */
+ command_t preserve = command;
- // Get command input from user
+ // Get command input from user
if (!get_command_input(&command))
return false;
#ifdef GDEBUG
- /* Needs to stay synced with enum word_type_t */
- const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
- /* needs to stay synced with enum speechpart */
- const char *roles[] = {"unknown", "intransitive", "transitive"};
- printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[preserve.part],
- types[preserve.word[0].type],
- preserve.word[0].id,
- types[preserve.word[1].type],
- preserve.word[1].id);
- printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[command.part],
- types[command.word[0].type],
- command.word[0].id,
- types[command.word[1].type],
- command.word[1].id);
+ /* Needs to stay synced with enum word_type_t */
+ const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
+ /* needs to stay synced with enum speechpart */
+ const char *roles[] = {"unknown", "intransitive", "transitive"};
+ printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
+ roles[preserve.part],
+ types[preserve.word[0].type],
+ preserve.word[0].id,
+ types[preserve.word[1].type],
+ preserve.word[1].id);
+ printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
+ roles[command.part],
+ types[command.word[0].type],
+ command.word[0].id,
+ types[command.word[1].type],
+ command.word[1].id);
#endif
- /* Handle of objectless action followed by actionless object */
- if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
- command.verb = preserve.verb;
+ /* Handle of objectless action followed by actionless object */
+ if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
+ command.verb = preserve.verb;
#ifdef BROKEN
- /* Handling of actionless object followed by objectless action */
- if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
- command.obj = preserve.obj;
-#endif
-
- ++game.turns;
+ /* Handling of actionless object followed by objectless action */
+ if (preserve.word[0].type == OBJECT && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0 && command.word[0].id == CARRY)
+ command.obj = preserve.obj;
+#endif /* BROKEN */
+
+ ++game.turns;
if (closecheck()) {
if (game.closed)
}
if ((command.word[0].id == WATER || command.word[0].id == OIL) && (command.word[1].id == PLANT || command.word[1].id == DOOR)) {
if (AT(command.word[1].id)) {
- command.word[1] = command.word[0];
- command.word[0].id = POUR;
+ command.word[1] = command.word[0];
+ command.word[0].id = POUR;
command.word[0].type = ACTION;
strncpy(command.word[0].raw, "pour", LINESIZE - 1);
}
command.word[0].type = ACTION;
}
- /* From OV to VO form */
- if (command.word[0].type==OBJECT && command.word[1].type==ACTION) {
- command_word_t stage = command.word[0];
- command.word[0] = command.word[1];
- command.word[1] = stage;
- }
+ /* From OV to VO form */
+ if (command.word[0].type == OBJECT && command.word[1].type == ACTION) {
+ command_word_t stage = command.word[0];
+ command.word[0] = command.word[1];
+ command.word[1] = stage;
+ }
}
Lookup:
command.obj = command.word[0].id;
break;
case ACTION:
- if(command.word[1].type == NUMERIC)
+ if (command.word[1].type == NUMERIC)
command.part = transitive;
else
command.part = intransitive;
command.verb = command.word[0].id;
break;
case NUMERIC: // LCOV_EXCL_LINE
+ if (!settings.oldstyle) {
+ sspeak(DONT_KNOW, command.word[0].raw);
+ goto Lclearobj;
+ }
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
-
switch (action(command)) {
case GO_TERMINATE:
return true;
continue; /* back to top of main interpreter loop */
case GO_WORD2:
#ifdef GDEBUG
- printf("Word shift\n");
+ printf("Word shift\n");
#endif /* GDEBUG */
/* Get second word for analysis. */
- command.word[0] = command.word[1];
- command.word[1] = empty_command_word;
+ command.word[0] = command.word[1];
+ command.word[1] = empty_command_word;
goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
// Fallthrough
- case GO_CHECKHINT: // Fallthrough
case GO_CLEAROBJ:
goto Lclearobj;
case GO_DWARFWAKE: