- if (game.loc == 0)
- croak(cmdin);
- char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
- msg=locations[game.loc].description.big;
- if (!FORCED(game.loc) && DARK(game.loc)) {
- /* The easiest way to get killed is to fall into a pit in
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- RSPEAK(PIT_FALL);
- game.oldlc2 = game.loc;
- croak(cmdin);
- continue; /* back to top of main interpreter loop */
- }
- msg=arbitrary_messages[PITCH_DARK];
- }
- if (TOTING(BEAR))RSPEAK(TAME_BEAR);
- newspeak(msg);
- if (FORCED(game.loc)) {
- if (playermove(cmdin, verb, 1))
- return true;
- else
- continue; /* back to top of main interpreter loop */
- }
- if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
-
- listobjects();
-
- L2012:
- verb=0;
- game.oldobj=obj;
- obj=0;
-
- L2600:
- checkhints(cmdin);
-
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and set the prop to -1-game.prop. This way
- * objects won't be described until they've been picked up
- * and put down separate from their respective piles. Don't
- * tick game.clock1 unless well into cave (and not at Y2). */
- if (game.closed) {
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- PSPEAK(OYSTER,1);
- for (i=1; i<=NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = -1-game.prop[i];
- }
- }
- game.wzdark=DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc=0;
-
- /* This is where we get a new command from the user */
- if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
- return false;
-
- /* Every input, check "game.foobar" flag. If zero, nothing's
- * going on. If pos, make neg. If neg, he skipped a word,
- * so make it zero. */
- L2607:
- game.foobar=(game.foobar>0 ? -game.foobar : 0);
- ++game.turns;
- if (game.turns == game.thresh) {
- newspeak(turn_threshold_messages[game.trndex]);
- game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
- ++game.trndex;
- game.thresh = -1;
- if (game.trndex <= TRNVLS)
- game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
- }
- if (verb == SAY && WD2 > 0)
- verb=0;
- if (verb == SAY) {
- part=transitive;
- goto Laction;
- }
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
-
- k=WHERE_QUERY;
- if (LIQLOC(game.loc) == WATER)k=FEET_WET;
- V1=VOCAB(WD1,-1);
- V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
- RSPEAK(k);
- goto L2012;
- }
- if (V1 == ENTER && WD2 > 0) {
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- } else {
- if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
- (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
- if (AT(V2-1000))
- WD2=MAKEWD(16152118);
- }
- if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
- WD1=MAKEWD(301200308);
- }
- L2620:
- if (WD1 == MAKEWD(23051920)) {
- ++game.iwest;
- if (game.iwest == 10)
- RSPEAK(W_IS_WEST);
- }
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
- if (++igo == 10)
- RSPEAK(GO_UNNEEDED);
- }
- L2630:
- i=VOCAB(WD1,-1);
- if (i == -1) {
- /* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
- continue;
- SETPRM(1,WD1,WD1X);
- RSPEAK(DONT_KNOW);
- goto L2600;
- }
- kmod=MOD(i,1000);
- kq=i/1000+1;
- switch (kq-1)
- {
- case 0:
- if (playermove(cmdin, verb, kmod))
- return true;
- else
- continue; /* back to top of main interpreter loop */
- case 1: part=unknown; obj = kmod; break;
- case 2: part=intransitive; verb = kmod; break;
- case 3: RSPEAK(kmod); goto L2012;
- default: BUG(22);
- }
-
- Laction:
- switch (action(cmdin, part, verb, obj)) {
- case GO_TERMINATE:
- return true;
- case GO_MOVE:
- playermove(cmdin, verb, NUL);
- return true;
- case GO_TOP: continue; /* back to top of main interpreter loop */
- case GO_CLEAROBJ: goto L2012;
- case GO_CHECKHINT: goto L2600;
- case GO_CHECKFOO: goto L2607;
- case GO_LOOKUP: goto L2630;
- case GO_WORD2:
- /* Get second word for analysis. */
- WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
- case GO_UNKNOWN:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- SETPRM(1,WD1,WD1X);
- RSPEAK(DO_WHAT);
- obj=0;
- goto L2600;
- case GO_DWARFWAKE:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(DWARVES_AWAKEN);
- score(endgame);
- return true;
- default:
- BUG(99);
- }
- }
+ if (game.loc == 0)
+ croak();
+ const char* msg = locations[game.loc].description.small;
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
+ msg == 0)
+ msg = locations[game.loc].description.big;
+ if (!FORCED(game.loc) && DARK(game.loc)) {
+ /* The easiest way to get killed is to fall into a pit in
+ * pitch darkness. */
+ if (game.wzdark && PCT(35)) {
+ rspeak(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ playermove(HERE);
+ return true;
+ }
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
+
+ listobjects();
+ clear_command(&command);
+
+Lcheckhint:
+ checkhints();
+
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and stash them. This way objects won't be
+ * described until they've been picked up and put down
+ * separate from their respective piles. */
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ pspeak(OYSTER, look, 1, true);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = STASHED(i);
+ }
+ }
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc = 0;
+
+ // Get command input from user
+ if (!get_command_input(&command))
+ return false;
+
+Lclosecheck:
+#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("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
+
+ ++game.turns;
+
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
+
+ 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
+ rspeak(WHERE_QUERY);
+
+ clear_command(&command);
+ goto Lcheckhint;
+ }
+
+ 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.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.word[0].id = ENTRANCE;
+ }
+ }
+ 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.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;
+ }
+ }
+
+ // loop until all words in command are procesed
+ do {
+ // assume all words in command are processed, until proven otherwise
+ words_processed = true;
+
+ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
+ if (++game.iwest == 10)
+ rspeak(W_IS_WEST);
+ }
+ 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.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ goto Lcheckhint;
+ }
+
+ switch (command.word[0].type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.word[0].id);
+ return true;
+ case OBJECT:
+ command.part = unknown;
+ command.obj = command.word[0].id;
+ break;
+ case ACTION:
+ if (command.word[1].type == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
+ command.verb = command.word[0].id;
+ break;
+ case NUMERIC:
+ if (!settings.oldstyle) {
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ goto Lcheckhint;
+ }
+ 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_MOVE:
+ playermove(NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ clear_command(&command);
+ /* FALL THROUGH */
+ case GO_CHECKHINT:
+ goto Lcheckhint;
+ case GO_WORD2:
+#ifdef GDEBUG
+ printf("Word shift\n");
+#endif /* GDEBUG */
+ /* Get second word for analysis. */
+ command.word[0] = command.word[1];
+ command.word[1] = empty_command_word;
+ words_processed = false;
+ break;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+ sspeak(DO_WHAT, command.word[0].raw);
+ command.obj = 0;
+ goto Lcheckhint;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ rspeak(DWARVES_AWAKEN);
+ terminate(endgame);
+ default: // LCOV_EXCL_LINE
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ }
+ } while (!words_processed);
+ }