- if (game.loc == 0)
- croak(cmdin);
- char* msg = short_location_descriptions[game.loc];
- if (MOD(game.abbrev[game.loc],game.abbnum) == 0 || msg == 0)
- msg=long_location_descriptions[game.loc];
- 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(23);
- game.oldlc2 = game.loc;
- croak(cmdin);
- continue; /* back to top of main interpreter loop */
- }
- msg=arbitrary_messages[16];
- }
- if (TOTING(BEAR))RSPEAK(141);
- 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(7);
-
- 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
- goto L19999;
-
- lampcheck();
-
- 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)) {
- 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(17);
- }
- if (WD1 == MAKEWD( 715) && WD2 != 0) {
- if (++igo == 10)
- RSPEAK(276);
- }
- L2630:
- i=VOCAB(WD1,-1);
- if (i == -1) {
- /* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
- return true;
- SETPRM(1,WD1,WD1X);
- RSPEAK(254);
- 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(257);
- obj=0;
- goto L2600;
- case GO_DWARFWAKE:
- /* Oh dear, he's disturbed the dwarves. */
- RSPEAK(136);
- score(0);
- 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();
+
+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;
+
+Lclosecheck:
+ ++game.turns;
+
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
+
+ if (command.id1 == ENTER && (command.id2 == STREAM ||
+ command.id2 == WATER)) {
+ if (LIQLOC(game.loc) == WATER)
+ rspeak(FEET_WET);
+ else
+ rspeak(WHERE_QUERY);
+
+ goto Lclearobj;
+ }
+ if (command.id1 == ENTER && 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.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:
+ 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_CHECKFOO:
+ goto Lclosecheck;
+ 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';
+ wordclear(&command.wd2);
+ 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:
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ }