/*
- * There used to be a note that said this:
- *
- * The author - Don Woods - apologises for the style of the code; it
- * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.
- *
- * Now that the code has been restructured into something much closer
- * to idiomatic C, the following is more appropriate:
- *
- * ESR apologizes for the remaing gotos (now confined to one function
- * in this file - there used to be over 350 of them, *everywhere*),
- * and for the offensive globals. Applying the Structured Program
- * Theorem can be hard.
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
-#include <time.h>
#include <string.h>
+#include <ctype.h>
+#include <unistd.h>
+#include <editline/readline.h>
#include "advent.h"
-#include "linenoise/linenoise.h"
#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
-struct game_t game;
-
-FILE *logfp = NULL, *rfp = NULL;
-bool oldstyle = false;
-bool editline = true;
-bool prompt = true;
-
// LCOV_EXCL_START
// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
{
if (signo == SIGINT) {
- if (logfp != NULL)
- fflush(logfp);
+ if (settings.logfp != NULL)
+ fflush(settings.logfp);
}
exit(EXIT_FAILURE);
}
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
-Here's what we think. *
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
*/
static bool do_command(void);
+static bool do_move(void);
int main(int argc, char *argv[])
{
/* Options. */
#ifndef ADVENT_NOSAVE
- const char* opts = "l:or:s";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+ const char* opts = "l:or:";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
+ FILE *rfp = NULL;
#else
- const char* opts = "l:os";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+ const char* opts = "l:o";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
#endif
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
case 'l':
- logfp = fopen(optarg, "w");
- if (logfp == NULL)
+ settings.logfp = fopen(optarg, "w");
+ if (settings.logfp == NULL)
fprintf(stderr,
"advent: can't open logfile %s for write\n",
optarg);
signal(SIGINT, sig_handler);
break;
case 'o':
- oldstyle = true;
- editline = prompt = false;
+ settings.oldstyle = true;
+ settings.prompt = false;
break;
#ifndef ADVENT_NOSAVE
case 'r':
fprintf(stderr,
"advent: can't open save file %s for read\n",
optarg);
- signal(SIGINT, sig_handler);
break;
#endif
- case 's':
- editline = false;
- break;
default:
fprintf(stderr,
usage, argv[0]);
fprintf(stderr,
" -r restore from specified saved game file\n");
#endif
- fprintf(stderr,
- " -s suppress command editing\n");
exit(EXIT_FAILURE);
break;
}
}
- linenoiseHistorySetMaxLen(350);
-
- /* Initialize our LCG PRNG with parameters tested against
- * Knuth vol. 2. by the original authors */
- game.lcg_a = 1093;
- game.lcg_c = 221587;
- game.lcg_m = 1048576;
- srand(time(NULL));
- long seedval = (long)rand();
- set_seed(seedval);
+ /* copy inncation line part after switches */
+ settings.argc = argc - optind;
+ settings.argv = argv + optind;
+ settings.optind = 0;
/* Initialize game variables */
- initialise();
+ int seedval = initialise();
- /* Start-up, dwarf stuff */
- make_zzword(game.zzword);
- game.newloc = LOC_START;
- game.loc = LOC_START;
- game.limit = GAMELIMIT;
+#ifndef ADVENT_NOSAVE
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
} else {
restore(rfp);
}
+#else
+ game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ if (game.novice)
+ game.limit = NOVICELIMIT;
+#endif
- if (logfp)
- fprintf(logfp, "seed %ld\n", seedval);
+ if (settings.logfp)
+ fprintf(settings.logfp, "seed %d\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
+ // if we're supposed to move, move
+ if (!do_move())
+ continue;
+
+ // get command
if (!do_command())
break;
}
terminate(quitgame);
}
-static bool fallback_handler(char *buf)
-/* fallback handler for commands not handled by FORTRANish parser */
+char *myreadline(const char *prompt)
{
- long sv;
- if (sscanf(buf, "seed %ld", &sv) == 1) {
- set_seed(sv);
- printf("Seed set to %ld\n", sv);
- // autogenerated, so don't charge user time for it.
- --game.turns;
- // here we reconfigure any global game state that uses random numbers
- make_zzword(game.zzword);
- return true;
+ /*
+ * This function isbn't required for gameplay, readline() straight
+ * up would suffice for tat. It's where we interpret command-line
+ * logfiles for testing purposes.
+ */
+ /* Normal case - no script arguments */
+ if (settings.argc == 0)
+ return readline(prompt);
+
+ for (;;) {
+ if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+ if (settings.optind >= settings.argc) {
+ return NULL;
+ }
+
+ char *next = settings.argv[settings.optind++];
+
+ if (settings.scriptfp != NULL && feof(settings.scriptfp))
+ fclose(settings.scriptfp);
+ if (strcmp(next, "-") == 0)
+ settings.scriptfp = stdin;
+ else
+ settings.scriptfp = fopen(next, "r");
+ }
+
+ if (isatty(fileno(settings.scriptfp))) {
+ return readline(prompt);
+ } else {
+ char *ln = fgets(malloc(BUFSIZ), BUFSIZ-1, settings.scriptfp);
+ if (ln != NULL) {
+ fputs(PROMPT, stdout);
+ fputs(ln, stdout);
+ return ln;
+ }
+ }
}
- return false;
+
+ return NULL;
}
-/* Check if this loc is eligible for any hints. If been here long
+/* Check if this loc is eligible for any hints. If been here int
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
static void checkhints(void)
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
- /* Come here if he's been long enough at required loc(s) for some
+ /* Come here if he's been int enough at required loc(s) for some
* unused hint. */
if (game.hintlc[hint] >= hints[hint].turns) {
int i;
game.hintlc[hint] = 0;
return;
case 3: /* maze */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0 &&
+ if (game.atloc[game.loc] == NO_OBJECT &&
+ game.atloc[game.oldloc] == NO_OBJECT &&
+ game.atloc[game.oldlc2] == NO_OBJECT &&
game.holdng > 1)
break;
game.hintlc[hint] = 0;
return;
case 4: /* dark */
- if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+ if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
break;
game.hintlc[hint] = 0;
return;
game.hintlc[hint] = 0;
return;
case 7: /* woods */
- if (game.atloc[game.loc] == 0 &&
- game.atloc[game.oldloc] == 0 &&
- game.atloc[game.oldlc2] == 0)
+ if (game.atloc[game.loc] == NO_OBJECT &&
+ game.atloc[game.oldloc] == NO_OBJECT &&
+ game.atloc[game.oldlc2] == NO_OBJECT)
break;
return;
case 8: /* ogre */
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 */
if (i != PIRATE)
return false;
- /* The pirate's spotted him. He leaves him alone once we've
+ /* The pirate's spotted him. Pirate leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted. Note
* that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
* it to the troll, but in that case he's seen the chest
- * (game.prop=0). */
- if (game.loc == game.chloc || game.prop[CHEST] >= 0)
+ * (game.prop[CHEST] == STATE_FOUND). */
+ if (game.loc == game.chloc ||
+ game.prop[CHEST] != STATE_NOTFOUND)
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
+ if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac)) {
continue;
}
- if (TOTING(treasure) || HERE(treasure))
+ if (TOTING(treasure) ||
+ HERE(treasure))
++snarfed;
if (TOTING(treasure)) {
movechest = true;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (!objects[treasure].is_treasure)
continue;
- if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
- if (AT(treasure) && game.fixed[treasure] == 0)
+ if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+ game.loc == objects[EMERALD].plac))) {
+ if (AT(treasure) && game.fixed[treasure] == IS_FREE)
carry(treasure, game.loc);
if (TOTING(treasure))
drop(treasure, game.chloc);
/* Dwarves move. Return true if player survives, false if he dies. */
{
int kk, stick, attack;
- long tk[21];
+ loc_t tk[21];
/* Dwarf stuff. See earlier comments for description of
* variables. Remember sixth dwarf is pirate and is thus
* very different except for motion rules. */
- /* First off, don't let the dwarves follow him into a pit or
- * a wall. Activate the whole mess the first time he gets as
- * far as the hall of mists (loc 15). If game.newloc is
- * forbidden to pirate (in particular, if it's beyond the
+ /* First off, don't let the dwarves follow him into a pit or a
+ * wall. Activate the whole mess the first time he gets as far
+ * as the Hall of Mists (what INDEEP() tests). If game.newloc
+ * is forbidden to pirate (in particular, if it's beyond the
* troll bridge), bypass dwarf stuff. That way pirate can't
* steal return toll, and dwarves can't meet the bear. Also
* means dwarves won't follow him into dead end in maze, but
- * c'est la vie. They'll wait for him outside the dead
- * end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
+ * c'est la vie. They'll wait for him outside the dead end. */
+ if (game.loc == LOC_NOWHERE ||
+ FORCED(game.loc) ||
+ CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
}
/* When we encounter the first dwarf, we kill 0, 1, or 2 of
- * the 5 dwarves. If any of the survivors is at loc,
+ * the 5 dwarves. If any of the survivors is at game.loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
+ if (!INDEEP(game.loc) ||
+ (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
+ PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
if (PCT(50))
game.dloc[j] = 0;
}
+
+ /* Alternate initial loc for dwarf, in case one of them
+ * starts out on top of the adventurer. */
for (int i = 1; i <= NDWARVES - 1; i++) {
if (game.dloc[i] == game.loc)
- game.dloc[i] = DALTLC;
+ game.dloc[i] = DALTLC; //
game.odloc[i] = game.dloc[i];
}
rspeak(DWARF_RAN);
kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(travel[kk]);
+ enum desttype_t desttype = travel[kk].desttype;
+ game.newloc = travel[kk].destval;
/* Have we avoided a dwarf encounter? */
- bool avoided = (SPECIAL(game.newloc) ||
- !INDEEP(game.newloc) ||
- game.newloc == game.odloc[i] ||
- (j > 1 && game.newloc == tk[j - 1]) ||
- j >= DIM(tk) - 1 ||
- game.newloc == game.dloc[i] ||
- FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- T_NODWARVES(travel[kk]));
- if (!avoided) {
- tk[j++] = game.newloc;
- }
- ++kk;
+ if (desttype != dest_goto)
+ continue;
+ else if (!INDEEP(game.newloc))
+ continue;
+ else if (game.newloc == game.odloc[i])
+ continue;
+ else if (j > 1 && game.newloc == tk[j - 1])
+ continue;
+ else if (j >= DIM(tk) - 1)
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
+ else if (game.newloc == game.dloc[i])
+ continue;
+ else if (FORCED(game.newloc))
+ continue;
+ else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
+ continue;
+ else if (travel[kk].nodwarves)
+ continue;
+ tk[j++] = game.newloc;
} while
- (!travel[kk - 1].stop);
+ (!travel[kk++].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
j = 1 + randrange(j);
game.odloc[i] = game.dloc[i];
game.dloc[i] = tk[j];
- game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+ game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) ||
+ (game.dloc[i] == game.loc ||
+ game.odloc[i] == game.loc);
if (!game.dseen[i])
continue;
game.dloc[i] = game.loc;
}
}
- /* Now we know what's happening. Let's tell the poor sucker about it.
- * Note that various of the "knife" messages must have specific relative
- * positions in the rspeak database. */
+ /* Now we know what's happening. Let's tell the poor sucker about it. */
if (game.dtotal == 0)
return true;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
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;
* building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */
-
static void croak(void)
/* Okay, he's dead. Let's get on with it. */
{
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
+
++game.numdie;
+
if (game.closng) {
/* He died during closing time. No resurrection. Tally up a
* 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) {
+ /* Player is asked if he wants to try again. If not, or if
+ * he's already used all of his lives, we end the game */
terminate(endgame);
- else {
+ } else {
+ /* If player wishes to continue, we empty the liquids in the
+ * user's inventory, turn off the lamp, and drop all items
+ * where he died. */
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
game.prop[LAMP] = LAMP_DARK;
drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
- game.loc = LOC_BUILDING;
- game.oldloc = game.loc;
+ game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
+static void describe_location(void)
+/* Describe the location to the user */
+{
+ const char* msg = locations[game.loc].description.small;
+
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
+ msg == NO_MESSAGE)
+ msg = locations[game.loc].description.big;
+
+ if (!FORCED(game.loc) && DARK(game.loc)) {
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
+
+ speak(msg);
+
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
+}
+
+
+static bool traveleq(int a, int b)
+/* Are two travel entries equal for purposes of skip after failed condition? */
+{
+ return (travel[a].condtype == travel[b].condtype)
+ && (travel[a].condarg1 == travel[b].condarg1)
+ && (travel[a].condarg2 == travel[b].condarg2)
+ && (travel[a].desttype == travel[b].desttype)
+ && (travel[a].destval == travel[b].destval);
+}
+
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
* does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-
-static bool playermove( int motion)
+static void playermove(int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
if (travel_entry == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
- return true;
+ return;
else if (motion == BACK) {
/* Handle "go back". Look for verb which goes from game.loc to
* game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
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 (;;) {
- scratchloc = T_DESTINATION(travel[travel_entry]);
- if (scratchloc != motion) {
- if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == 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 true;
- }
- }
+ 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 true;
+
+ 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
++game.detail;
game.wzdark = false;
game.abbrev[game.loc] = 0;
- return true;
+ return;
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground. */
rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
- return true;
+ return;
} else {
/* none of the specials */
game.oldlc2 = game.oldloc;
/* Look for a way to fulfil the motion verb passed in - travel_entry indexes
* the beginning of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
+ if (T_TERMINATE(travel[travel_entry]) ||
+ travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
- int spk = CANT_APPLY;
- if (motion >= EAST && motion <= NW)
- spk = BAD_DIRECTION;
- if (motion == UP || motion == DOWN)
- spk = BAD_DIRECTION;
- if (motion == FORWARD || motion == LEFT || motion == RIGHT)
- spk = UNSURE_FACING;
- if (motion == OUTSIDE || motion == INSIDE)
- spk = NO_INOUT_HERE;
- if (motion == XYZZY || motion == PLUGH)
- spk = NOTHING_HAPPENS;
- if (motion == CRAWL)
- spk = WHICH_WAY;
- rspeak(spk);
- return true;
+ switch (motion) {
+ case EAST:
+ case WEST:
+ case SOUTH:
+ case NORTH:
+ case NE:
+ case NW:
+ case SW:
+ case SE:
+ case UP:
+ case DOWN:
+ rspeak(BAD_DIRECTION);
+ break;
+ case FORWARD:
+ case LEFT:
+ case RIGHT:
+ rspeak(UNSURE_FACING);
+ break;
+ case OUTSIDE:
+ case INSIDE:
+ rspeak(NO_INOUT_HERE);
+ break;
+ case XYZZY:
+ case PLUGH:
+ rspeak(NOTHING_HAPPENS);
+ break;
+ case CRAWL:
+ rspeak(WHICH_WAY);
+ break;
+ default:
+ rspeak(CANT_APPLY);
+ }
+ return;
}
++travel_entry;
}
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
- /* FIXME: Magic numbers related to move opcodes */
do {
for (;;) { /* L12 loop */
for (;;) {
- long cond = T_CONDITION(travel[travel_entry]);
- long arg = MOD(cond, 100);
- if (!SPECIAL(cond)) {
+ enum condtype_t condtype = travel[travel_entry].condtype;
+ int condarg1 = travel[travel_entry].condarg1;
+ int condarg2 = travel[travel_entry].condarg2;
+ if (condtype < cond_not) {
/* YAML N and [pct N] conditionals */
- if (cond <= 100) {
- if (cond == 0 || PCT(cond))
+ if (condtype == cond_goto || condtype == cond_pct) {
+ if (condarg1 == 0 ||
+ PCT(condarg1))
break;
/* else fall through */
}
/* YAML [with OBJ] clause */
- if (TOTING(arg) || (cond > 200 && AT(arg)))
+ else if (TOTING(condarg1) ||
+ (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
- } else if (game.prop[arg] != cond / 100 - 3)
+ } else if (game.prop[condarg1] != condarg2)
break;
/* We arrive here on conditional failure.
* Skip to next non-matching destination */
- long te_tmp = travel_entry;
+ int te_tmp = travel_entry;
do {
if (travel[te_tmp].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ (traveleq(travel_entry, te_tmp));
travel_entry = te_tmp;
}
/* Found an eligible rule, now execute it */
- game.newloc = T_DESTINATION(travel[travel_entry]);
- if (!SPECIAL(game.newloc))
- return true;
+ enum desttype_t desttype = travel[travel_entry].desttype;
+ game.newloc = travel[travel_entry].destval;
+ if (desttype == dest_goto)
+ return;
- if (game.newloc > 500) {
+ if (desttype == dest_speak) {
/* Execute a speak rule */
- rspeak(L_SPEAK(game.newloc));
+ rspeak(game.newloc);
game.newloc = game.loc;
- return true;
+ return;
} else {
- game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
+ /* Special travel 1. Plover-alcove passage. Can carry only
* emerald. Note: travel table must include "useless"
* entries going through passage, which can never be used
* for actual motion, but can be spotted by "go back". */
- /* FIXME: Arithmetic on location numbers */
- game.newloc = 99 + 100 - game.loc;
- if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+ game.newloc = (game.loc == LOC_PLOVER)
+ ? LOC_ALCOVE
+ : LOC_PLOVER;
+ if (game.holdng > 1 ||
+ (game.holdng == 1 && !TOTING(EMERALD))) {
game.newloc = game.loc;
rspeak(MUST_DROP);
}
- return true;
+ return;
case 2:
- /* Travel 302. Plover transport. Drop the
+ /* Special travel 2. Plover transport. Drop the
* emerald (only use special travel if toting
* it), so he's forced to use the plover-passage
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
- int te_tmp = travel_entry;
- do {
- if (travel[te_tmp].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
- ++te_tmp;
- } while
- (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
- travel_entry = te_tmp;
+ {
+ int te_tmp = travel_entry;
+ do {
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
+ } while
+ (traveleq(travel_entry, te_tmp));
+ travel_entry = te_tmp;
+ }
continue; /* goto L12 */
case 3:
- /* Travel 303. Troll bridge. Must be done only
- * as special motion so that dwarves won't wander
- * across and encounter the bear. (They won't
- * follow the player there because that region is
- * forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying,
- * so step out and block him. (standard travel
- * entries check for game.prop(TROLL)=0.) Special
- * stuff for bear. */
+ /* Special travel 3. Troll bridge. Must be done
+ * only as special motion so that dwarves won't
+ * wander across and encounter the bear. (They
+ * won't follow the player there because that
+ * region is forbidden to the pirate.) If
+ * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
+ * since paying, so step out and block him.
+ * (standard travel entries check for
+ * game.prop[TROLL]=TROLL_UNPAID.) Special stuff
+ * for bear. */
if (game.prop[TROLL] == TROLL_PAIDONCE) {
- pspeak(TROLL, look, TROLL_PAIDONCE);
- game.prop[TROLL] = 0;
- move(TROLL2, 0);
- move(TROLL2 + NOBJECTS, 0);
+ pspeak(TROLL, look, true, TROLL_PAIDONCE);
+ game.prop[TROLL] = TROLL_UNPAID;
+ DESTROY(TROLL2);
+ move(TROLL2 + NOBJECTS, IS_FREE);
move(TROLL, objects[TROLL].plac);
move(TROLL + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
game.newloc = game.loc;
- return true;
+ return;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
if (game.prop[TROLL] == TROLL_UNPAID)
game.prop[TROLL] = TROLL_PAIDONCE;
if (!TOTING(BEAR))
- return true;
- rspeak(BRIDGE_COLLAPSE);
- game.prop[CHASM] = BRIDGE_WRECKED;
+ return;
+ state_change(CHASM, BRIDGE_WRECKED);
game.prop[TROLL] = TROLL_GONE;
drop(BEAR, game.newloc);
- game.fixed[BEAR] = -1;
+ game.fixed[BEAR] = IS_FIXED;
game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
- return true;
+ return;
}
- default:
+ default: // LCOV_EXCL_LINE
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
(false);
}
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ if (game.prop[LAMP] == LAMP_BRIGHT)
+ --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 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. 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)) {
+ game.lmwarn = true;
+ if (game.prop[BATTERY] == DEAD_BATTERIES)
+ rspeak(MISSING_BATTERIES);
+ else if (game.place[BATTERY] == LOC_NOWHERE)
+ rspeak(LAMP_DIM);
+ else
+ rspeak(GET_BATTERIES);
+ }
+ }
+ if (game.limit == 0) {
+ game.limit = -1;
+ game.prop[LAMP] = LAMP_DARK;
+ if (HERE(LAMP))
+ rspeak(LAMP_OUT);
+ }
+}
+
static bool closecheck(void)
/* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's
* problems arise from the use of negative prop numbers to suppress
* the object descriptions until he's actually moved the objects. */
{
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+
+ /* Don't tick game.clock1 unless well into cave (and not at Y2). */
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
game.prop[FISSURE] = UNBRIDGED;
for (int i = 1; i <= NDWARVES; i++) {
game.dseen[i] = false;
- game.dloc[i] = 0;
+ game.dloc[i] = LOC_NOWHERE;
}
- move(TROLL, 0);
- move(TROLL + NOBJECTS, 0);
+ DESTROY(TROLL);
+ move(TROLL + NOBJECTS, IS_FREE);
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
- game.prop[AXE] = 0;
- game.fixed[AXE] = 0;
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = IS_FREE;
+ game.prop[AXE] = AXE_HERE;
+ game.fixed[AXE] = IS_FREE;
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
- return true;
+ return game.closed;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
- game.prop[PLANT] = put(PLANT, LOC_NE, 0);
- game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
- game.prop[LAMP] = put(LAMP, LOC_NE, 0);
- game.prop[ROD] = put(ROD, LOC_NE, 0);
+ game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
+ game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
+ game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
+ game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
game.prop[DWARF] = put(DWARF, LOC_NE, 0);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
put(GRATE, LOC_SW, 0);
put(SIGN, LOC_SW, 0);
game.prop[SIGN] = ENDGAME_SIGN;
- game.prop[SNAKE] = put(SNAKE, LOC_SW, 1);
- game.prop[BIRD] = put(BIRD, LOC_SW, 1);
- game.prop[CAGE] = put(CAGE, LOC_SW, 0);
- game.prop[ROD2] = put(ROD2, LOC_SW, 0);
- game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
+ game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
+ game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
+ game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
+ game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
+ game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
- game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
+ game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
game.fixed[MIRROR] = LOC_SW;
for (int i = 1; i <= NOBJECTS; i++) {
rspeak(CAVE_CLOSED);
game.closed = true;
- return true;
+ return game.closed;
}
+ lampcheck();
return false;
}
-static void lampcheck(void)
-/* Check game limit and lamp timers */
-{
- if (game.prop[LAMP] == LAMP_BRIGHT)
- --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 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
- * out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
- rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = DEAD_BATTERIES;
- if (TOTING(BATTERY))
- drop(BATTERY, game.loc);
- game.limit += BATTERYLIFE;
- game.lmwarn = false;
- } else if (game.limit == 0) {
- game.limit = -1;
- game.prop[LAMP] = LAMP_DARK;
- if (HERE(LAMP))
- rspeak(LAMP_OUT);
- } else if (game.limit <= WARNTIME) {
- if (!game.lmwarn && HERE(LAMP)) {
- game.lmwarn = true;
- int spk = GET_BATTERIES;
- if (game.place[BATTERY] == LOC_NOWHERE)
- spk = LAMP_DIM;
- if (game.prop[BATTERY] == DEAD_BATTERIES)
- spk = MISSING_BATTERIES;
- rspeak(spk);
- }
- }
-}
-
static void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
- * game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to
+ * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
if (!DARK(game.loc)) {
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
- long obj = i;
+ obj_t obj = i;
if (obj > NOBJECTS)
obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
if (game.prop[obj] < 0) {
if (game.closed)
continue;
- game.prop[obj] = 0;
- if (obj == RUG || obj == CHAIN)
- game.prop[obj] = 1;
+ game.prop[obj] = STATE_FOUND;
+ if (obj == RUG)
+ game.prop[RUG] = RUG_DRAGON;
+ if (obj == CHAIN)
+ game.prop[CHAIN] = CHAINING_BEAR;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
* (so goes the rationalisation). */
}
int kk = game.prop[obj];
- if (obj == STEPS && game.loc == game.fixed[STEPS])
- kk = 1;
- pspeak(obj, look, kk);
+ if (obj == STEPS)
+ kk = (game.loc == game.fixed[STEPS])
+ ? STEPS_UP
+ : STEPS_DOWN;
+ pspeak(obj, look, true, kk);
}
}
}
-static bool do_command()
-/* Get and execute a command */
+bool preprocess_command(command_t *command)
+/* Pre-processes a command input to see if we need to tease out a few specific cases:
+ * - "enter water" or "enter stream":
+ * wierd specific case that gets the user wet, and then kicks us back to get another command
+ * - <object> <verb>:
+ * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
+ * furtherprocessing.
+ * - "grate":
+ * If in location with grate, we move to that grate. If we're in a number of other places,
+ * we move to the entrance.
+ * - "water plant", "oil plant", "water door", "oil door":
+ * Change to "pour water" or "pour oil" based on context
+ * - "cage bird":
+ * If bird is present, we change to "carry bird"
+ *
+ * Returns true if pre-processing is complete, and we're ready to move to the primary command
+ * processing, false otherwise. */
{
- long V1, V2;
- long kmod, defn;
- static long igo = 0;
- static struct command_t command;
- command.verb = 0;
+ 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);
+ } else {
+ if (command->word[0].type == OBJECT) {
+ /* From OV to VO form */
+ if (command->word[1].type == ACTION) {
+ command_word_t stage = command->word[0];
+ command->word[0] = command->word[1];
+ command->word[1] = stage;
+ }
+ 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;
+ }
+ }
+
+ /* If no word type is given for the first word, we assume it's a motion. */
+ if(command->word[0].type == NO_WORD_TYPE)
+ command->word[0].type = MOTION;
+
+ command->state = PREPROCESSED;
+ return true;
+ }
+ return false;
+}
+
+static bool do_move(void)
+/* Actually execute the move to the new location and dwarf movement */
+{
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
if (!dwarfmove())
croak();
- /* Describe the current location and (maybe) get next command. */
+ if (game.loc == LOC_NOWHERE)
+ croak();
+
+ /* The easiest way to get killed is to fall into a pit in
+ * pitch darkness. */
+ if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
+ rspeak(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ return false;
+ }
+
+ return true;
+}
+
+static bool do_command()
+/* Get and execute a command */
+{
+ static command_t command;
+ clear_command(&command);
+
+ /* Describe the current location and (maybe) get next command. */
+ while (command.state != EXECUTED) {
+ describe_location();
- 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)) {
- if (playermove(HERE))
- return true;
- else
- continue; /* back to top of main interpreter loop */
+ playermove(HERE);
+ return true;
}
- if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- rspeak(SAYS_PLUGH);
listobjects();
-L2012:
- command.verb = 0;
- game.oldobj = command.obj;
- command.obj = 0;
-
-L2600:
- checkhints();
-
- /* 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, look, 1);
- for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = -1 - game.prop[i];
+ /* Command not yet given; keep getting commands from user
+ * until valid command is both given and executed. */
+ clear_command(&command);
+ while (command.state <= GIVEN) {
+
+ if (game.closed) {
+ /* 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.prop[OYSTER] < 0 && TOTING(OYSTER))
+ pspeak(OYSTER, look, true, 1);
+ 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;
- /* This is where we get a new command from the user */
- char* input;
- char inputbuf[LINESIZE];
+ /* Check to see if the room is dark. If the knife is here,
+ * and it's dark, the knife permanently disappears */
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
+ game.knfloc = LOC_NOWHERE;
- for (;;) {
- input = get_input();
- if (input == NULL)
- return (false);
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- }
+ /* Check some for hints, get input from user, increment
+ * turn, and pre-process commands. Keep going until
+ * pre-processing is done. */
+ while ( command.state < PREPROCESSED ) {
+ checkhints();
- strncpy(inputbuf, input, LINESIZE - 1);
- linenoiseFree(input);
-
- long tokens[4];
- tokenize(inputbuf, tokens);
- command.wd1 = tokens[0];
- command.wd1x = tokens[1];
- command.wd2 = tokens[2];
- command.wd2x = tokens[3];
-
- /* 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 a turn threshold has been met, apply penalties and tell
- * the player about it. */
- for (int i = 0; i < NTHRESHOLDS; ++i) {
- if (game.turns == turn_thresholds[i].threshold + 1) {
- game.trnluz += turn_thresholds[i].point_loss;
- speak(turn_thresholds[i].message);
- }
- }
+ /* Get command input from user */
+ if (!get_command_input(&command))
+ return false;
- if (command.verb == SAY && command.wd2 > 0)
- command.verb = 0;
- if (command.verb == SAY) {
- command.part = transitive;
- goto Laction;
- }
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
-
- char word1[6];
- char word2[6];
- packed_to_token(command.wd1, word1);
- packed_to_token(command.wd2, word2);
- V1 = get_vocab_id(word1);
- V2 = get_vocab_id(word2);
- if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
- if (LIQLOC(game.loc) == WATER) {
- rspeak(FEET_WET);
- } else {
- rspeak(WHERE_QUERY);
- }
- goto L2012;
- }
- if (V1 == ENTER && command.wd2 > 0) {
- command.wd1 = command.wd2;
- command.wd1x = command.wd2x;
- wordclear(&command.wd2);
- } else {
- /* FIXME: Magic numbers related to vocabulary */
- if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
- (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
- if (AT(V2 - 1000))
- command.wd2 = token_to_packed("POUR");
+ ++game.turns;
+ preprocess_command(&command);
}
- if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- command.wd1 = token_to_packed("CATCH");
- }
-L2620:
- if (wordeq(command.wd1, token_to_packed("WEST"))) {
- ++game.iwest;
- if (game.iwest == 10)
- rspeak(W_IS_WEST);
- }
- if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
- if (++igo == 10)
- rspeak(GO_UNNEEDED);
- }
-Lookup:
- packed_to_token(command.wd1, word1);
- defn = get_vocab_id(word1);
- if (defn == -1) {
- /* Gee, I don't understand. */
- if (fallback_handler(inputbuf))
- continue;
- rspeak(DONT_KNOW, command.wd1, command.wd1x);
- goto L2600;
- }
- /* FIXME: magic numbers related to vocabulary */
- kmod = MOD(defn, 1000);
- switch (defn / 1000) {
- case 0:
- if (playermove(kmod))
+
+ /* check if game is closed, and exit if it is */
+ if (closecheck() )
return true;
- else
- continue; /* back to top of main interpreter loop */
- case 1:
- command.part = unknown;
- command.obj = kmod;
- break;
- case 2:
- command.part = intransitive;
- command.verb = kmod;
- break;
- case 3:
- rspeak(specials[kmod].message);
- goto L2012;
- default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
- }
-Laction:
- 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:
- goto L2012;
- case GO_CHECKHINT:
- goto L2600;
- case GO_CHECKFOO:
- goto L2607;
- case GO_LOOKUP:
- goto Lookup;
- case GO_WORD2:
- /* Get second word for analysis. */
- command.wd1 = command.wd2;
- command.wd1x = command.wd2x;
- wordclear(&command.wd2);
- goto L2620;
- case GO_UNKNOWN:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- rspeak(DO_WHAT, command.wd1, command.wd1x);
- command.obj = 0;
- goto L2600;
- 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
- }
- }
+ /* loop until all words in command are procesed */
+ while (command.state == PREPROCESSED ) {
+ command.state = PROCESSING;
+
+ if (command.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ continue;
+ }
+
+ /* Give user hints of shortcuts */
+ 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);
+ }
+
+ switch (command.word[0].type) {
+ case MOTION:
+ playermove(command.word[0].id);
+ command.state = EXECUTED;
+ continue;
+ 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);
+ continue;
+ }
+ break;// LCOV_EXCL_LINE
+ default: // LCOV_EXCL_LINE
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+ }
+
+ switch (action(command)) {
+ case GO_TERMINATE:
+ command.state = EXECUTED;
+ break;
+ case GO_MOVE:
+ playermove(NUL);
+ command.state = EXECUTED;
+ 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.state = PREPROCESSED;
+ 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 = NO_OBJECT;
+
+ /* object cleared; we need to go back to the preprocessing step */
+ command.state = GIVEN;
+ break;
+ case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
+ command.state = GIVEN;
+ break;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ rspeak(DWARVES_AWAKEN);
+ terminate(endgame);
+ case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
+ clear_command(&command);
+ break;
+ case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
+ break;
+ default: // LCOV_EXCL_LINE
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ }
+ } /* while command has nob been fully processed */
+ } /* while command is not yet given */
+ } /* while command is not executed */
+
+ /* command completely executed; we return true. */
+ return true;
}
/* end */