terminate(quitgame);
}
-static bool fallback_handler(struct command_t command)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
- long sv;
- char buf[DIM(command.raw1) + DIM(command.raw2) + 1];
- 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);
- // 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;
-}
-
/* Check if this loc is eligible for any hints. If been here long
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
/* 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
}
}
-static bool traveleq(long a, long b)
+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)
/* 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
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))
}
}
-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);
- 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 */
{
static struct command_t command;
- char word1[TOKLEN + 1];
command.verb = 0;
lampcheck();
if (command.type1 == MOTION && command.id1 == ENTER
- && (command.id2 == STREAM || command.id2 == WATER)) {
+ && (command.id2 == STREAM || command.id2 == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
goto Lclearobj;
}
- /* Ugly translationms to get around word polyvalence. */
- if (command.type1 == ACTION && command.id1 == SAY
- && 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.type1 == OBJECT) {
+ if (command.type1 == OBJECT) {
+ if (command.id1 == GRATE) {
+ command.type1 = MOTION;
+ if (game.loc == LOC_START ||
+ game.loc == LOC_VALLEY ||
+ game.loc == LOC_SLIT) {
+ command.id1 = DEPRESSION;
+ }
+ if (game.loc == LOC_COBBLE ||
+ game.loc == LOC_DEBRIS ||
+ game.loc == LOC_AWKWARD ||
+ game.loc == LOC_BIRD ||
+ game.loc == LOC_PITTOP) {
+ command.id1 = ENTRANCE;
+ }
+ }
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");
}
}
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) {
+ switch (command.type1) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(command.id1);
command.obj = command.id1;
break;
case ACTION:
- command.part = intransitive;
- command.verb = defn;
+ if(command.type2 == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
+ command.verb = command.id1;
break;
- case SPECIAL:
- speak(specials[command.id1].message);
- goto Lclearobj;
+ case NUMERIC:
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- switch (action(&command)) {
+ switch (action(command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- 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';