+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ 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();
+
+Lclearobj:
+ game.oldobj = command.obj;
+
+ 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;
+
+ ++game.turns;
+
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
+
+ if (command.type1 == MOTION && command.id1 == ENTER
+ && (command.id2 == STREAM || command.id2 == WATER)) {
+ if (LIQLOC(game.loc) == WATER)
+ rspeak(FEET_WET);
+ else
+ rspeak(WHERE_QUERY);
+
+ goto Lclearobj;
+ }
+
+ /* Ugly translationms to get around word polyvalence. */
+ if (command.type1 == ACTION && command.id1 == SAY
+ && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+ command.id1 = command.id2;
+ command.type1 = command.type2;
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
+ strncpy(command.raw2, "", LINESIZE - 1);
+ } else if (command.type1 == OBJECT) {
+ 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);
+ command.wd2 = token_to_packed("POUR");
+ }
+ }
+ if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
+ command.id1 = CARRY;
+ command.type1 = ACTION;
+ strncpy(command.raw2, "CATCH", LINESIZE - 1);
+ command.wd1 = token_to_packed("CATCH");
+ }
+ }
+
+Lookup:
+ if (strncasecmp(command.raw1, "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 (++game.igo == 10)
+ rspeak(GO_UNNEEDED);
+ }
+ packed_to_token(command.wd1, word1);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
+ if (command.id1 == WORD_NOT_FOUND) {
+ if (fallback_handler(command))
+ continue;
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.raw1);
+ goto Lclearobj;
+ }
+ switch (type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.id1);
+ return true;
+ case OBJECT:
+ command.part = unknown;
+ command.obj = command.id1;
+ break;
+ case ACTION:
+ command.part = intransitive;
+ command.verb = defn;
+ break;
+ case SPECIAL:
+ speak(specials[command.id1].message);
+ 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;
+ case GO_MOVE:
+ playermove(NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_LOOKUP:
+ goto Lookup;
+ case GO_WORD2:
+ /* Get second word for analysis. */
+ command.id1 = command.id2;
+ command.type1 = command.type2;
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
+ command.wd1 = command.wd2;
+ command.id2 = WORD_EMPTY;
+ command.type2 = NO_WORD_TYPE;
+ command.raw2[0] = '\0';
+ 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.obj = 0;
+ // Fallthrough
+ case GO_CHECKHINT: // Fallthrough
+ case GO_CLEAROBJ:
+ goto Lclearobj;
+ 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
+ }
+ }