/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
- char buf[LINESIZE];
+ char buf[DIM(command.raw1) + DIM(command.raw2) + 1];
sprintf(buf, "%s %s", command.raw1, command.raw2);
if (sscanf(buf, "seed %ld", &sv) == 1) {
// autogenerated, so don't charge user time for it.
--game.turns;
return true;
+ } else if (sscanf(buf, "waste %ld", &sv) == 1) {
+ game.limit -= sv;
+ printf("Game limit is now %ld\n", game.limit);
+ return true;
}
return false;
}
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 */
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;
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
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 (!get_command_input(&command))
return false;
-Lclosecheck:
++game.turns;
if (closecheck()) {
}
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))
+ 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))
+ 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 && !wordempty(command.wd2)) {
+ if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
long defn;
enum wordtype type;
get_vocab_metadata(word1, &defn, &type);
- if (defn == WORD_NOT_FOUND) {
+ if (command.id1 == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
/* Gee, I don't understand. */
switch (type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
- playermove(defn);
+ playermove(command.id1);
return true;
case OBJECT:
command.part = unknown;
- command.obj = defn;
+ command.obj = command.id1;
break;
case ACTION:
command.part = intransitive;
command.verb = defn;
break;
case SPECIAL:
- speak(specials[defn].message);
+ speak(specials[command.id1].message);
goto Lclearobj;
- default:
+ 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.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
/* 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
}
}