* 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.
+ * in this file - there used to be over 350 of them, *everywhere*).
+ * Applying the Structured Program Theorem can be hard.
*/
#include <stdlib.h>
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). */
+ * (game.prop[CHEST] == STATE_FOUND). */
if (game.loc == game.chloc ||
game.prop[CHEST] != STATE_NOTFOUND)
return true;
* 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. */
+ * 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))
}
/* 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) ||
else if (j > 1 && game.newloc == tk[j - 1])
continue;
else if (j >= DIM(tk) - 1)
- continue;
+ /* This can't actually happen. */
+ continue; // LCOV_EXCL_LINE
else if (game.newloc == game.dloc[i])
continue;
else if (FORCED(game.newloc))
* 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
/* (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 (;;) {
* 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. */
+ * 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, true);
game.prop[TROLL] = TROLL_UNPAID;
* 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;
packed_to_token(command->wd1, word1);
packed_to_token(command->wd2, word2);
- command->id1 = get_vocab_id(word1);
- command->id2 = get_vocab_id(word2);
-
+ get_vocab_metadata(word1, &(command->id1), &(command->type1));
+ get_vocab_metadata(word2, &(command->id2), &(command->type2));
+
return true;
}
static bool do_command()
/* Get and execute a command */
{
- long kmod, defn;
- static long igo = 0;
static struct command_t command;
- //char inputbuf[LINESIZE];
char word1[TOKLEN + 1];
- //char word2[TOKLEN + 1];
command.verb = 0;
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;
-
- if(!get_command_input(&command)) {
+
+ // Get command input from user
+ if (!get_command_input(&command))
return false;
- }
-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 (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);
- if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
- command.verb = 0;
- if (command.verb == SAY) {
- command.part = transitive;
+ goto Lclearobj;
+ }
+ if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+ command.id1 = command.id2;
+ command.id2 = WORD_EMPTY;
} else {
- if (closecheck()) {
- if (game.closed)
- return true;
- } else
- lampcheck();
-
- if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == PROMOTE_WORD(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.wd1 = command.wd2; */
- /* wordclear(&command.wd2); */
- command.id1 = command.id2;
- command.id2 = WORD_EMPTY;
- } else {
- /* FIXME: Magic numbers related to vocabulary */
- if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
- (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
- if (AT(DEMOTE_WORD(command.id2)))
- command.wd2 = token_to_packed("POUR");
- }
- if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(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);
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (AT(command.id2))
+ command.wd2 = token_to_packed("POUR");
}
+ if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
+ command.wd1 = token_to_packed("CATCH");
+ }
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(command))
- continue;
- sspeak(DONT_KNOW, command.raw1);
- goto L2600;
- }
- /* FIXME: magic numbers related to vocabulary */
- kmod = MOD(defn, 1000);
- switch (defn / 1000) {
- case 0:
- playermove(kmod);
- return true;
- case 1:
- command.part = unknown;
- command.obj = kmod;
- break;
- case 2:
- command.part = intransitive;
- command.verb = kmod;
- break;
- case 3:
- speak(specials[kmod].message);
- goto Lclearobj;
- default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
- }
+ 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 (++game.igo == 10)
+ rspeak(GO_UNNEEDED);
+ }
+ packed_to_token(command.wd1, word1);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
+ if (defn == 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(defn);
+ return true;
+ case OBJECT:
+ command.part = unknown;
+ command.obj = defn;
+ break;
+ case ACTION:
+ command.part = intransitive;
+ command.verb = defn;
+ break;
+ case SPECIAL:
+ speak(specials[defn].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;
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_CLEAROBJ:
- goto Lclearobj;
- case GO_CHECKHINT:
- goto L2600;
case GO_CHECKFOO:
- goto L2607;
+ goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2:
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);