-L2600: if (COND[game.loc] >= game.conds) {
- for (int hint=1; hint<=HNTMAX; hint++) {
- if (game.hinted[hint])
- continue;
- if (!CNDBIT(game.loc,hint+10))
- game.hintlc[hint]= -1;
- ++game.hintlc[hint];
- if (game.hintlc[hint] >= HINTS[hint][1])
- dohint(cmdin, hint);
- }
- }
-
- /* 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). */
-L2603: 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(0);
- 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) {
- SPEAK(TTEXT[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) goto L4090;
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
- --game.clock1;
-
- /* Next few sections handle the closing of the cave. The
- * cave closes "clock1" turns after the last treasure has
- * been located (including the pirate's chest, which may of
- * course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence clock1 must be
- * large enough to get out of the cave (it only ticks while
- * inside the cave). When it hits zero, we branch to 10000
- * to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within clock2 turns,
- * we close the cave; if he does try, we assume he panics,
- * and give him a few additional turns to get frantic before
- * we close. When clock2 hits zero, we branch to 11000 to
- * transport him into the final puzzle. Note that the puzzle
- * depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks
- * which we don't want to be able to water, since the code
- * can't handle it. Also, we can have no keys, since there
- * is a grate (having moved the fixed object!) there
- * separating him from all the treasures. Most of these
- * problems arise from the use of negative prop numbers to
- * suppress the object descriptions until he's actually moved
- * the objects. */
-
- /* When the first warning comes, we lock the grate, destroy
- * the bridge, kill all the dwarves (and the pirate), remove
- * the troll and bear (unless dead), and set "closng" to
- * true. Leave the dragon; too much trouble to move it.
- * from now until clock2 runs out, he cannot unlock the
- * grate, move to any location outside the cave, or create
- * the bridge. Nor can he be resurrected if he dies. Note
- * that the snake is already gone, since he got to the
- * treasure accessible only via the hall of the mountain
- * king. Also, he's been in giant room (to get eggs), so we
- * can refer to it. Also also, he's gotten the pearl, so we
- * know the bivalve is an oyster. *And*, the dwarves must
- * have been activated, since we've found chest. */
- if (game.clock1 == 0)
- {
- game.prop[GRATE]=0;
- game.prop[FISSUR]=0;
- for (i=1; i<=NDWARVES; i++) {
- game.dseen[i]=false;
- game.dloc[i]=0;
- }
- MOVE(TROLL,0);
- MOVE(TROLL+NOBJECTS,0);
- MOVE(TROLL2,PLAC[TROLL]);
- MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
- JUGGLE(CHASM);
- if (game.prop[BEAR] != 3)DSTROY(BEAR);
- game.prop[CHAIN]=0;
- game.fixed[CHAIN]=0;
- game.prop[AXE]=0;
- game.fixed[AXE]=0;
- RSPEAK(129);
- game.clock1= -1;
- game.closng=true;
- goto L19999;
- }
- if (game.clock1 < 0)
- --game.clock2;
- if (game.clock2 == 0) {
- /* Once he's panicked, and clock2 has run out, we come here
- * to set up the storage room. The room has two locs,
- * hardwired as 115 (ne) and 116 (sw). At the ne end, we
- * place empty bottles, a nursery of plants, a bed of
- * oysters, a pile of lamps, rods with stars, sleeping
- * dwarves, and him. At the sw end we place grate over
- * treasures, snake pit, covey of caged birds, more rods, and
- * pillows. A mirror stretches across one wall. Many of the
- * objects come from known locations and/or states (e.g. the
- * snake is known to have been destroyed and needn't be
- * carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
- * could cause trouble, such as the keys). We describe the
- * flash of light and trundle back. */
- game.prop[BOTTLE]=PUT(BOTTLE,115,1);
- game.prop[PLANT]=PUT(PLANT,115,0);
- game.prop[OYSTER]=PUT(OYSTER,115,0);
- OBJTXT[OYSTER]=3;
- game.prop[LAMP]=PUT(LAMP,115,0);
- game.prop[ROD]=PUT(ROD,115,0);
- game.prop[DWARF]=PUT(DWARF,115,0);
- game.loc=115;
- game.oldloc=115;
- game.newloc=115;
- /* Leave the grate with normal (non-negative) property.
- * Reuse sign. */
- PUT(GRATE,116,0);
- PUT(SIGN,116,0);
- ++OBJTXT[SIGN];
- game.prop[SNAKE]=PUT(SNAKE,116,1);
- game.prop[BIRD]=PUT(BIRD,116,1);
- game.prop[CAGE]=PUT(CAGE,116,0);
- game.prop[ROD2]=PUT(ROD2,116,0);
- game.prop[PILLOW]=PUT(PILLOW,116,0);
-
- game.prop[MIRROR]=PUT(MIRROR,115,0);
- game.fixed[MIRROR]=116;
-
- for (int i=1; i<=NOBJECTS; i++) {
- if (TOTING(i))
- DSTROY(i);
- }
-
- RSPEAK(132);
- game.closed=true;
- return true;
- }
- if (game.prop[LAMP] == 1)
- --game.limit;
-
- /* Another way we can force an end to things is by having the
- * lamp give out. When it gets close, we come here to warn
- * him. First following ar, 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. 12400 is when it
- * goes out. Even then, he can explore outside for a while
- * if desired. */
- if (game.limit<=30 && HERE(BATTER) && game.prop[BATTER]==0 && HERE(LAMP))
- {
- RSPEAK(188);
- game.prop[BATTER]=1;
- if (TOTING(BATTER))DROP(BATTER,game.loc);
- game.limit=game.limit+2500;
- game.lmwarn=false;
- } else if (game.limit == 0) {
- game.limit= -1;
- game.prop[LAMP]=0;
- if (HERE(LAMP))RSPEAK(184);
- } else if (game.limit <= 30) {
- if (game.lmwarn || !HERE(LAMP)) goto L19999;
- game.lmwarn=true;
- SPK=187;
- if (game.place[BATTER] == 0)SPK=183;
- if (game.prop[BATTER] == 1)SPK=189;
- RSPEAK(SPK);
- }
-L19999: K=43;
- if (LIQLOC(game.loc) == WATER)K=70;
- V1=VOCAB(WD1,-1);
- V2=VOCAB(WD2,-1);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER))
- goto L2010;
- if (V1 == ENTER && WD2 > 0)
- goto L2800;
- 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(17);
- }
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
- if (++IGO == 10)
- RSPEAK(276);
- }
-L2630:
- i=VOCAB(WD1,-1);
- if (i == -1)
- goto L3000;
- K=MOD(i,1000);
- KQ=i/1000+1;
- switch (KQ-1)
- {
- case 0: goto L8;
- case 1: goto L5000;
- case 2: goto L4000;
- case 3: goto L2010;
- }
- BUG(22);
-
- /* Get second word for analysis. */
-L2800: WD1=WD2;
- WD1X=WD2X;
- WD2=0;
- goto L2620;
-
- /* Gee, I don't understand. */
-L3000: SETPRM(1,WD1,WD1X);
- if (fallback_handler(rawbuf))
- return true;
- RSPEAK(254);
- goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: part=intransitive; VERB=K; goto Laction;
-L4090: part=transitive; goto Laction;
-L5000: part=unknown; obj = K;
-Laction:
- switch (action(cmdin, part, VERB, obj)) {
- case 2: return true;
- case 8: goto L8;
- case 2000: goto L2000;
- case 2009: goto L2009;
- case 2010: goto L2010;
- case 2011: goto L2011;
- case 2012: goto L2012;
- case 2600: goto L2600;
- case 2607: goto L2607;
- case 2630: goto L2630;
- case 2800: goto L2800;
- case 8000: goto L8000;
- case 18999: goto L18999;
- case 19000: goto L19000;
- }
- BUG(99);
-
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
-L8000: SETPRM(1,WD1,WD1X);
- RSPEAK(257);
- obj=0;
- goto L2600;
-
-
- /* Figure out the new location */
-L8: if (playermove(cmdin, VERB))
- return true;
- else
- goto L2000;
-
-/* Cave closing and scoring */
-
-
-
-/* Oh dear, he's disturbed the dwarves. */
-
-L18999: RSPEAK(SPK);
-L19000: RSPEAK(136);
- score(0);
- return true;
+bool get_preprocessed_command_input(command_t *command)
+{
+ bool preprocessed = false;
+
+ do {
+ preprocessed = true;
+ 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;
+
+#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 false;
+ } 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);
+ preprocessed = false;
+ }
+
+ 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;
+ }
+ }
+ } while (preprocessed == false);
+
+ return true;
+}
+
+
+static bool do_command()
+/* Get and execute a command */
+{
+ static command_t command;
+ bool command_given = false;
+ bool command_executed = false;
+
+ /* Can't leave cave once it's closing (except by main office). */
+ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+ rspeak(EXIT_CLOSED);
+ game.newloc = game.loc;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
+ game.panic = true;
+ }
+
+ /* See if a dwarf has seen him and has come from where he
+ * wants to go. If so, the dwarf's blocking his way. If
+ * coming from place forbidden to pirate (dwarves rooted in
+ * place) let him get out (and attacked). */
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
+ for (size_t i = 1; i <= NDWARVES - 1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc = game.loc;
+ rspeak(DWARF_BLOCK);
+ break;
+ }
+ }
+ }
+ game.loc = game.newloc;
+
+ if (!dwarfmove())
+ croak();
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ command_given = false;
+ command_executed = false;
+
+ 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);
+
+ do {
+ // Get pre-processed command input from user
+ command_given = get_preprocessed_command_input(&command);
+ if (!command_given)
+ return game.closed;
+
+ // loop until all words in command are procesed
+ do {
+ // assume all words in command are processed, until proven otherwise
+ command_executed = 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);
+ command_given = false;
+ break;
+ }
+
+ 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);
+ command_given = false;
+ }
+ break;
+ default: // LCOV_EXCL_LINE
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+ }
+
+ if(command_given) {
+ 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:
+ command_given = false;
+ break;
+ 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;
+ command_executed = 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;
+ command_given = false;
+ break;
+ 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 (!command_executed);
+ } while (!command_given);
+ }