terminate(quitgame);
}
-static bool fallback_handler(struct command_t command)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
- long sv;
- char buf[LINESIZE];
- sprintf(buf, "%s %s", command.raw1, command.raw2);
-
- if (sscanf(buf, "seed %ld", &sv) == 1) {
- set_seed(sv);
- printf("Seed set to %ld\n", sv);
- // autogenerated, so don't charge user time for it.
- --game.turns;
- return true;
- }
- return false;
-}
-
/* Check if this loc is eligible for any hints. If been here long
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
break;
game.hintlc[hint] = 0;
return;
- default:
+ default: // LCOV_EXCL_LINE
BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
- break;
}
/* Fall through to hint display */
if (i != PIRATE)
return false;
- /* The pirate's spotted him. He leaves him alone once we've
+ /* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
- * (game.prop=0). */
+ * (game.prop[CHEST] == STATE_FOUND). */
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
return true;
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long tk[21];
+ loc_t tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
- /* First off, don't let the dwarves follow him into a pit or
- * a wall. Activate the whole mess the first time he gets as
- * far as the hall of mists (loc 15). If game.newloc is
- * forbidden to pirate (in particular, if it's beyond the
+ /* First off, don't let the dwarves follow him into a pit or a
+ * wall. Activate the whole mess the first time he gets as far
+ * as the Hall of Mists (what INDEEP() tests). If game.newloc
+ * is forbidden to pirate (in particular, if it's beyond the
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead
- * end. */
+ * c'est la vie. They'll wait for him outside the dead end. */
if (game.loc == LOC_NOWHERE ||
FORCED(game.loc) ||
CNDBIT(game.newloc, COND_NOARRR))
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at loc,
+ * the 5 dwarves. If any of the survivors is at game.loc,
* replace him with the alternate. */
if (game.dflag == 1) {
if (!INDEEP(game.loc) ||
else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
- continue;
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
else if (FORCED(game.newloc))
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
} else {
rspeak(KNIFE_THROWN);
- rspeak(MISSES_YOU);
+ rspeak(stick ? GETS_YOU : MISSES_YOU);
}
if (stick == 0)
return true;
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == NDEATHS ||
- !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
+ || game.numdie == NDEATHS)
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
}
}
-static bool traveleq(long a, long b)
+static bool traveleq(int a, int b)
/* Are two travel entries equal for purposes of skip after failed condition? */
{
return (travel[a].condtype == travel[b].condtype)
motion = game.oldlc2;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- int spk = 0;
- if (motion == game.loc)
- spk = FORGOT_PATH;
- if (CNDBIT(game.loc, COND_NOBACK))
- spk = TWIST_TURN;
- if (spk == 0) {
- int te_tmp = 0;
- for (;;) {
- enum desttype_t desttype = travel[travel_entry].desttype;
- scratchloc = travel[travel_entry].destval;
- if (desttype != dest_goto || scratchloc != motion) {
- if (desttype == dest_goto) {
- if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
- te_tmp = travel_entry;
- }
- if (!travel[travel_entry].stop) {
- ++travel_entry; /* go to next travel entry for this location */
- continue;
- }
- /* we've reached the end of travel entries for game.loc */
- travel_entry = te_tmp;
- if (travel_entry == 0) {
- rspeak(NOT_CONNECTED);
- return;
- }
- }
+ if (CNDBIT(game.loc, COND_NOBACK)) {
+ rspeak(TWIST_TURN);
+ return;
+ }
+ if (motion == game.loc) {
+ rspeak(FORGOT_PATH);
+ return;
+ }
- motion = travel[travel_entry].motion;
- travel_entry = tkey[game.loc];
- break; /* fall through to ordinary travel */
+ int te_tmp = 0;
+ for (;;) {
+ enum desttype_t desttype = travel[travel_entry].desttype;
+ scratchloc = travel[travel_entry].destval;
+ if (desttype != dest_goto || scratchloc != motion) {
+ if (desttype == dest_goto) {
+ if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
+ te_tmp = travel_entry;
+ }
+ if (!travel[travel_entry].stop) {
+ ++travel_entry; /* go to next travel entry for this location */
+ continue;
+ }
+ /* we've reached the end of travel entries for game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
+ rspeak(NOT_CONNECTED);
+ return;
+ }
}
- } else {
- rspeak(spk);
- return;
+
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
+ break; /* fall through to ordinary travel */
}
} else if (motion == LOOK) {
/* Look. Can't give more detail. Pretend it wasn't dark
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
- /* FIXME: Magic numbers related to move opcodes */
do {
for (;;) { /* L12 loop */
for (;;) {
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
- long te_tmp = travel_entry;
+ int te_tmp = travel_entry;
do {
if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
croak();
return;
}
- default:
+ default: // LCOV_EXCL_LINE
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
* lamp give out. When it gets close, we come here to warn him.
* First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. Eve after it goes
+ * Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = DEAD_BATTERIES;
+#ifdef __unused__
+ /* This code from the original game seems to have been faulty.
+ * No tests ever passed the guard, and with the guard removed
+ * the game hangs when the lamp limit is reached.
+ */
if (TOTING(BATTERY))
drop(BATTERY, game.loc);
+#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
if (!DARK(game.loc)) {
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
- long obj = i;
+ obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
}
}
-static bool get_command_input(struct command_t *command)
-{
- char inputbuf[LINESIZE];
- char word1[TOKLEN + 1];
- char word2[TOKLEN + 1];
- char* input;
-
- for (;;) {
- input = get_input();
- if (input == NULL)
- return false;
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- free(input);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- free(input);
- }
-
- strncpy(inputbuf, input, LINESIZE - 1);
- free(input);
-
- tokenize(inputbuf, command);
-
- packed_to_token(command->wd1, word1);
- packed_to_token(command->wd2, word2);
- command->id1 = get_vocab_id(word1);
- command->id2 = get_vocab_id(word2);
-
- return true;
-}
-
static bool do_command()
/* Get and execute a command */
{
- long kmod, defn;
static struct command_t command;
- char word1[TOKLEN + 1];
command.verb = 0;
if (!get_command_input(&command))
return false;
-Lclosecheck:
++game.turns;
if (closecheck()) {
} else
lampcheck();
- if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == PROMOTE_WORD(WATER))) {
+ if (command.type1 == MOTION && command.id1 == ENTER
+ && (command.id2 == STREAM || command.id2 == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
goto Lclearobj;
}
- if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
- command.id1 = command.id2;
- command.id2 = WORD_EMPTY;
- } else {
- /* FIXME: Magic numbers related to vocabulary */
- if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
- (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
- if (AT(DEMOTE_WORD(command.id2)))
- command.wd2 = token_to_packed("POUR");
+
+ if (command.type1 == OBJECT) {
+ if (command.id1 == GRATE) {
+ command.type1 = MOTION;
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command.id1 = 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;
+ }
+ }
+ 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.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
+ command.id1 = CARRY;
+ command.type1 = ACTION;
+ strncpy(command.raw2, "CATCH", LINESIZE - 1);
}
- if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
- command.wd1 = token_to_packed("CATCH");
}
+
Lookup:
- if (wordeq(command.wd1, token_to_packed("WEST"))) {
+ if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
+ if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
- packed_to_token(command.wd1, word1);
- defn = get_vocab_id(word1);
- if (defn == WORD_NOT_FOUND) {
- if (fallback_handler(command))
- continue;
+ if (command.id1 == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.raw1);
goto Lclearobj;
}
- /* FIXME: magic numbers related to vocabulary */
- kmod = MOD(defn, 1000);
- switch (defn / 1000) {
- case 0:
- playermove(kmod);
+ switch (command.type1) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.id1);
return true;
- case 1:
+ case OBJECT:
command.part = unknown;
- command.obj = kmod;
+ command.obj = command.id1;
break;
- case 2:
- command.part = intransitive;
- command.verb = kmod;
+ case ACTION:
+ if(command.type2 == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
+ command.verb = command.id1;
break;
- case 3:
- speak(specials[kmod].message);
+ case SPECIAL:
+ speak(specials[command.id1].message);
goto Lclearobj;
- default:
+ case NUMERIC:
+ default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_CHECKFOO:
- goto Lclosecheck;
- case GO_LOOKUP:
- goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
- command.wd1 = command.wd2;
+ command.id1 = command.id2;
+ command.type1 = command.type2;
strncpy(command.raw1, command.raw2, LINESIZE - 1);
- wordclear(&command.wd2);
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
command.raw2[0] = '\0';
goto Lookup;
case GO_UNKNOWN:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
- default:
+ default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
}