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;
static bool do_command()
/* Get and execute a command */
{
- static struct command_t command;
-
- command.verb = 0;
+ static command_t command;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
+ /* Preserve state from last command for reuse when required */
+ command_t preserve = command;
+
// 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);
+#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;
+
+#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;
if (closecheck()) {
} else
lampcheck();
- if (command.type1 == MOTION && command.id1 == ENTER
- && (command.id2 == STREAM || command.id2 == WATER)) {
+ if (command.word[0].type == MOTION && command.word[0].id == ENTER
+ && (command.word[1].id == STREAM || command.word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
goto Lclearobj;
}
- if (command.type1 == OBJECT) {
- if (command.id1 == GRATE) {
- command.type1 = MOTION;
+ if (command.word[0].type == OBJECT) {
+ if (command.word[0].id == GRATE) {
+ command.word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
- command.id1 = DEPRESSION;
+ command.word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
- command.id1 = ENTRANCE;
+ command.word[0].id = ENTRANCE;
}
}
- if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
- if (AT(command.id2)) {
- command.id2 = POUR;
- command.type2 = ACTION;
- strncpy(command.raw2, "POUR", LINESIZE - 1);
+ 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[0].type = ACTION;
+ strncpy(command.word[0].raw, "pour", LINESIZE - 1);
}
}
- if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
- command.id1 = CARRY;
- command.type1 = ACTION;
- strncpy(command.raw2, "CATCH", LINESIZE - 1);
+ if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
+ command.word[0].id = CARRY;
+ 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;
}
}
Lookup:
- if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
+ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
+ if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
- if (command.id1 == WORD_NOT_FOUND) {
+ if (command.word[0].id == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.raw1);
+ sspeak(DONT_KNOW, command.word[0].raw);
goto Lclearobj;
}
- switch (command.type1) {
+ switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
- playermove(command.id1);
+ playermove(command.word[0].id);
return true;
case OBJECT:
command.part = unknown;
- command.obj = command.id1;
+ command.obj = command.word[0].id;
break;
case ACTION:
- if(command.type2 == NUMERIC)
+ if (command.word[1].type == NUMERIC)
command.part = transitive;
else
command.part = intransitive;
- command.verb = command.id1;
+ command.verb = command.word[0].id;
break;
case NUMERIC: // LCOV_EXCL_LINE
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;
case GO_TOP:
continue; /* back to top of main interpreter loop */
case GO_WORD2:
+#ifdef GDEBUG
+ printf("Word shift\n");
+#endif /* GDEBUG */
/* Get second word for analysis. */
- command.id1 = command.id2;
- command.type1 = command.type2;
- strncpy(command.raw1, command.raw2, LINESIZE - 1);
- command.id2 = WORD_EMPTY;
- command.type2 = NO_WORD_TYPE;
- command.raw2[0] = '\0';
+ 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
* (see attack()). */
- command.raw1[0] = toupper(command.raw1[0]);
- sspeak(DO_WHAT, command.raw1);
+ command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+ sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
// Fallthrough
- case GO_CHECKHINT: // Fallthrough
case GO_CLEAROBJ:
goto Lclearobj;
case GO_DWARFWAKE: