terminate(quitgame);
}
-static bool fallback_handler(char *buf)
+static bool fallback_handler(struct command_t command)
/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
+ char buf[LINESIZE];
+ sprintf(buf, "%s %s", command.raw1, command.raw2);
+
if (sscanf(buf, "seed %ld", &sv) == 1) {
set_seed(sv);
printf("Seed set to %ld\n", sv);
kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- enum desttype_t desttype = travel[kk].desttype;
+ enum desttype_t desttype = travel[kk].desttype;
game.newloc = travel[kk].destval;
/* Have we avoided a dwarf encounter? */
if (desttype != dest_goto)
}
}
- /* 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);
drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
}
}
- game.loc = LOC_BUILDING;
- game.oldloc = game.loc;
+ game.oldloc = game.loc = game.newloc = LOC_BUILDING;
}
}
/* 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].condarg1 == travel[b].condarg1)
+ && (travel[a].condarg2 == travel[b].condarg2)
&& (travel[a].desttype == travel[b].desttype)
&& (travel[a].destval == travel[b].destval);
}
if (spk == 0) {
int te_tmp = 0;
for (;;) {
- enum desttype_t desttype = travel[travel_entry].desttype;
+ enum desttype_t desttype = travel[travel_entry].desttype;
scratchloc = travel[travel_entry].destval;
if (desttype != dest_goto || scratchloc != motion) {
if (desttype == dest_goto) {
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);
+ 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;
do {
for (;;) { /* L12 loop */
for (;;) {
- enum condtype_t condtype = travel[travel_entry].condtype;
+ enum condtype_t condtype = travel[travel_entry].condtype;
long condarg1 = travel[travel_entry].condarg1;
long condarg2 = travel[travel_entry].condarg2;
if (condtype < cond_not) {
/* else fall through */
}
/* YAML [with OBJ] clause */
- if (TOTING(condarg1) ||
- (condtype == cond_with && AT(condarg1)))
+ else if (TOTING(condarg1) ||
+ (condtype == cond_with && AT(condarg1)))
break;
/* else fall through to check [not OBJ STATE] */
} else if (game.prop[condarg1] != condarg2)
}
/* Found an eligible rule, now execute it */
- enum desttype_t desttype = travel[travel_entry].desttype;
+ enum desttype_t desttype = travel[travel_entry].desttype;
game.newloc = travel[travel_entry].destval;
if (desttype == dest_goto)
return;
* 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;
* 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) {
+ if (game.limit <= WARNTIME) {
+ if (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.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);
- } 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 bool get_command_input(struct command_t *command)
+{
+ char inputbuf[LINESIZE];
+ char word1[TOKLEN + 1];
+ char word2[TOKLEN + 1];
+ char* input;
+
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return false;
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ free(input);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ free(input);
+ }
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
+ tokenize(inputbuf, command);
+
+ packed_to_token(command->wd1, word1);
+ packed_to_token(command->wd2, word2);
+ command->id1 = get_vocab_id(word1);
+ command->id2 = get_vocab_id(word2);
+
+ return true;
+}
+
static bool do_command()
/* Get and execute a command */
{
long kmod, defn;
- static long igo = 0;
static struct command_t command;
+ char word1[TOKLEN + 1];
+
command.verb = 0;
/* Can't leave cave once it's closing (except by main office). */
listobjects();
-L2012:
+Lclearobj:
game.oldobj = command.obj;
-L2600:
checkhints();
/* If closing time, check for any objects being toted with
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;
- /* This is where we get a new command from the user */
- char* input;
- char inputbuf[LINESIZE];
-
- for (;;) {
- input = get_input();
- if (input == NULL)
- return (false);
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- free(input);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- free(input);
- }
-
- strncpy(inputbuf, input, LINESIZE - 1);
- free(input);
-
- tokenize(inputbuf, &command);
-
- char word1[TOKLEN + 1];
- char word2[TOKLEN + 1];
- packed_to_token(command.wd1, word1);
- packed_to_token(command.wd2, word2);
- command.id1 = get_vocab_id(word1);
- command.id2 = get_vocab_id(word2);
-
-L2607:
+Lclosecheck:
++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);
- }
- }
-
- if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
- command.verb = 0;
- if (command.verb == SAY) {
- command.part = transitive;
- goto Laction;
- }
if (closecheck()) {
if (game.closed)
return true;
if (command.id1 == ENTER && (command.id2 == STREAM ||
command.id2 == PROMOTE_WORD(WATER))) {
- if (LIQLOC(game.loc) == WATER) {
+ if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
- } else {
+ else
rspeak(WHERE_QUERY);
- }
- goto L2012;
+
+ goto Lclearobj;
}
if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
- /* command.wd1 = command.wd2; */
- /* wordclear(&command.wd2); */
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
-L2620:
+Lookup:
if (wordeq(command.wd1, token_to_packed("WEST"))) {
- ++game.iwest;
- if (game.iwest == 10)
+ if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
- if (++igo == 10)
+ if (++game.igo == 10)
rspeak(GO_UNNEEDED);
}
-Lookup:
packed_to_token(command.wd1, word1);
defn = get_vocab_id(word1);
if (defn == WORD_NOT_FOUND) {
- /* Gee, I don't understand. */
- if (fallback_handler(inputbuf))
+ if (fallback_handler(command))
continue;
+ /* Gee, I don't understand. */
sspeak(DONT_KNOW, command.raw1);
- goto L2600;
+ goto Lclearobj;
}
/* FIXME: magic numbers related to vocabulary */
kmod = MOD(defn, 1000);
break;
case 3:
speak(specials[kmod].message);
- goto L2012;
+ goto Lclearobj;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
-
-Laction:
+
switch (action(&command)) {
case GO_TERMINATE:
return true;
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;
+ goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2:
/* Get second word for analysis. */
command.wd1 = command.wd2;
- strcpy(command.raw1, command.raw2);
+ strncpy(command.raw1, command.raw2, LINESIZE - 1);
wordclear(&command.wd2);
command.raw2[0] = '\0';
- goto L2620;
+ 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;
- goto L2600;
+ // Fallthrough
+ case GO_CHECKHINT: // Fallthrough
+ case GO_CLEAROBJ:
+ goto Lclearobj;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);