#include <getopt.h>
#include <signal.h>
#include <time.h>
+#include <string.h>
#include "advent.h"
-#include "database.h"
#include "linenoise/linenoise.h"
-#include "newdb.h"
+#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
-/* Abstract out the encoding of words in the travel array. Gives us
- * some hope of getting to a less cryptic representation than we
- * inherited from FORTRAN, someday. To understand these, read the
- * encoding description for TRAVEL.
- */
-#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
-#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
-#define T_MOTION(entry) MOD(labs(entry), 1000)
-#define L_SPEAK(loc) ((loc) - 500)
-#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
-
struct game_t game;
-long LNLENG, LNPOSN;
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
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) {
}
exit(0);
}
+// LCOV_EXCL_STOP
/*
* 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
* Revived 2017 as Open Adventure.
*/
-static bool do_command(FILE *);
+static bool do_command(void);
int main(int argc, char *argv[])
{
initialise();
/* Start-up, dwarf stuff */
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
/* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
+ if (!do_command())
break;
}
/* show score and exit */
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
return true;
}
return false;
game.hintlc[hint] = 0;
return;
default:
- BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
break;
}
int snarfed = 0;
bool movechest = false, robplayer = false;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
+ if (!objects[treasure].is_treasure)
+ 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 (robplayer) {
rspeak(PIRATE_POUNCES);
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
+ 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)
carry(treasure, game.loc);
continue;
/* Fill tk array with all the places this dwarf might go. */
unsigned int j = 1;
- kk = TKEY[game.dloc[i]];
+ kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(TRAVEL[kk]);
+ game.newloc = T_DESTINATION(travel[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- T_NODWARVES(TRAVEL[kk]));
+ T_NODWARVES(travel[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
++kk;
} while
- (TRAVEL[kk - 1] >= 0);
+ (!travel[kk - 1].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--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);
- if (!game.dseen[i]) continue;
+ if (!game.dseen[i])
+ continue;
game.dloc[i] = game.loc;
if (spotted_by_pirate(i))
continue;
rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
if (attack == 0)
return true;
- if (game.dflag == 2)game.dflag = 3;
+ if (game.dflag == 2)
+ game.dflag = 3;
if (attack > 1) {
rspeak(THROWN_KNIVES, attack);
rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
* If the current loc is zero, it means the clown got himself killed.
* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
- * a message (81, 83, etc.) which offers reincarnation; if accepted,
- * this results in message 82, 84, etc. The last time, if he wants
- * another chance, he gets a snide remark as we exit. When
- * reincarnated, all objects being carried get dropped at game.oldlc2
- * (presumably the last place prior to being killed) without change
- * of props. the loop runs backwards to assure that the bird is
- * dropped before the cage. (this kluge could be changed once we're
- * sure all references to bird and cage are done by keywords.) The
- * lamp is a special case (it wouldn't do to leave it in the cave).
- * It is turned off and left outside the building (only if he was
- * carrying it, of course). He himself is left inside the 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
+ * a message (obituaries[n]) which offers reincarnation; if accepted,
+ * this results in message obituaries[0], obituaries[2], etc. The
+ * last time, if he wants another chance, he gets a snide remark as
+ * we exit. When reincarnated, all objects being carried get dropped
+ * at game.oldlc2 (presumably the last place prior to being killed)
+ * without change of props. The loop runs backwards to assure that
+ * the bird is dropped before the cage. (This kluge could be changed
+ * once we're sure all references to bird and cage are done by
+ * keywords.) The lamp is a special case (it wouldn't do to leave it
+ * in the cave). It is turned off and left outside the building (only
+ * if he was carrying it, of course). He himself is left inside the
+ * 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)
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
{
- int scratchloc, k2, kk = TKEY[game.loc];
+ int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
- if (kk == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ if (travel_entry == 0)
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return true;
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.
- * k2 saves entry -> forced loc -> previous loc. */
+ * te_tmp saves entry -> forced loc -> previous loc. */
motion = game.oldloc;
if (FORCED(motion))
motion = game.oldlc2;
game.oldlc2 = game.oldloc;
game.oldloc = game.loc;
- k2 = 0;
- if (motion == game.loc)k2 = FORGOT_PATH;
- if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
- if (k2 == 0) {
+ 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[kk]);
+ scratchloc = T_DESTINATION(travel[travel_entry]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
- k2 = kk;
+ if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
+ te_tmp = travel_entry;
}
- if (TRAVEL[kk] >= 0) {
- ++kk; /* go to next travel entry for this location */
+ 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 */
- kk = k2;
- if (kk == 0) {
+ /* we've reached the end of travel entries for game.loc */
+ travel_entry = te_tmp;
+ if (travel_entry == 0) {
rspeak(NOT_CONNECTED);
return true;
}
}
- motion = T_MOTION(TRAVEL[kk]);
- kk = TKEY[game.loc];
+ motion = travel[travel_entry].motion;
+ travel_entry = tkey[game.loc];
break; /* fall through to ordinary travel */
}
} else {
- rspeak(k2);
+ rspeak(spk);
return true;
}
} else if (motion == LOOK) {
game.oldloc = game.loc;
}
- /* Look for a way to fulfil the motion - kk indexes the beginning
- * of the motion entries for here (game.loc). */
+ /* 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[kk]) || T_MOTION(TRAVEL[kk]) == motion)
+ if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
break;
- if (TRAVEL[kk] < 0) {
- /* FIXME: Magic numbers! */
+ 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 >= 43 && motion <= 50)spk = BAD_DIRECTION;
- if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
- if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
- if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk = NEARBY;
- if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
- if (motion == 17)spk = WHICH_WAY;
+ 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;
}
- ++kk;
+ ++travel_entry;
}
- scratchloc = labs(TRAVEL[kk]) / 1000;
+ /* (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. */
do {
- /*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases where we need to
- * block travel and then redo it once the blocking condition has been
- * removed.
- */
for (;;) { /* L12 loop */
for (;;) {
- game.newloc = scratchloc / 1000;
- motion = MOD(game.newloc, 100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
+ long cond = T_CONDITION(travel[travel_entry]);
+ long arg = MOD(cond, 100);
+ if (!SPECIAL(cond)) {
+ /* YAML N and [pct N] conditionals */
+ if (cond <= 100) {
+ if (cond == 0 || PCT(cond))
break;
/* else fall through */
}
- if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ /* YAML [with OBJ] clause */
+ if (TOTING(arg) || (cond > 200 && AT(arg)))
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
+ /* else fall through to check [not OBJ STATE] */
+ } else if (game.prop[arg] != cond / 100 - 3)
break;
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long te_tmp = travel_entry;
do {
- if (TRAVEL[kk] < 0)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+ travel_entry = te_tmp;
}
- game.newloc = MOD(scratchloc, 1000);
+ /* Found an eligible rule, now execute it */
+ game.newloc = T_DESTINATION(travel[travel_entry]);
if (!SPECIAL(game.newloc))
return true;
- if (game.newloc <= 500) {
+
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return true;
+ } else {
game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
- /* Travel 301. 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". */
+ /* Travel 301. 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))) {
}
return true;
case 2:
- /* Travel 302. 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. */
+ /* Travel 302. 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[kk] < 0)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ if (travel[te_tmp].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++te_tmp;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[travel_entry]) == T_HIGH(travel[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. */
+ /* 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. */
if (game.prop[TROLL] == 1) {
- pspeak(TROLL,look, 1);
+ pspeak(TROLL, look, 1);
game.prop[TROLL] = 0;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
return true;
} else {
game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
- if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
- if (!TOTING(BEAR)) return true;
+ if (game.prop[TROLL] == 0)
+ game.prop[TROLL] = 1;
+ if (!TOTING(BEAR))
+ return true;
rspeak(BRIDGE_COLLAPSE);
game.prop[CHASM] = 1;
game.prop[TROLL] = 2;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
+ game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return true;
}
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
break; /* Leave L12 loop */
}
} while
(false);
-
- /* Execute a speak rule */
- rspeak(L_SPEAK(game.newloc));
- game.newloc = game.loc;
- return true;
}
static bool closecheck(void)
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
- * branch to 11000 to transport him into the final puzzle. Note that
- * the puzzle depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks which we
- * don't want to be able to water, since the code can't handle it.
- * Also, we can have no keys, since there is a grate (having moved
- * the fixed object!) there separating him from all the treasures.
- * Most of these problems arise from the use of negative prop numbers
- * to suppress the object descriptions until he's actually moved the
- * objects. */
+ * transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no
+ * water or oil, since there are beanstalks which we don't want to be
+ * able to water, since the code can't handle it. Also, we can have
+ * no keys, since there is a grate (having moved the fixed object!)
+ * there separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to suppress
+ * the object descriptions until he's actually moved the objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
int spk = GET_BATTERIES;
- if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+ if (game.place[BATTERY] == LOC_NOWHERE)
+ spk = LAMP_DIM;
if (game.prop[BATTERY] == DEAD_BATTERIES)
- spk = MISSING_BATTERIES;
+ spk = MISSING_BATTERIES;
rspeak(spk);
}
}
++game.abbrev[game.loc];
for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
long obj = i;
- if (obj > NOBJECTS)obj = obj - NOBJECTS;
+ if (obj > NOBJECTS)
+ obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
if (game.prop[obj] < 0) {
}
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
/* Get and execute a command */
{
long V1, V2;
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
- if (!game.panic)game.clock2 = PANICTIME;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
game.panic = true;
}
}
msg = arbitrary_messages[PITCH_DARK];
}
- if (TOTING(BEAR))rspeak(TAME_BEAR);
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
speak(msg);
if (FORCED(game.loc)) {
- if (playermove(command.verb, 1))
+ if (playermove(HERE))
return true;
else
continue; /* back to top of main interpreter loop */
game.knfloc = 0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
- return false;
+ char* input;
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return (false);
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ }
+ long tokens[4];
+ tokenize(input, 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,
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);
- }
- }
+ /* 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.wd2 > 0)
command.verb = 0;
} else
lampcheck();
- V1 = vocab(command.wd1, -1);
- V2 = vocab(command.wd2, -1);
+ 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);
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
- command.wd2 = MAKEWD(WORD_POUR);
+ command.wd2 = token_to_packed("POUR");
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- command.wd1 = MAKEWD(WORD_CATCH);
+ command.wd1 = token_to_packed("CATCH");
}
L2620:
- if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
+ if (wordeq(command.wd1, token_to_packed("WEST"))) {
++game.iwest;
if (game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
+ if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
if (++igo == 10)
rspeak(GO_UNNEEDED);
}
Lookup:
- defn = vocab(command.wd1, -1);
+ packed_to_token(command.wd1, word1);
+ defn = get_vocab_id(word1);
if (defn == -1) {
/* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
+ if (fallback_handler(input))
continue;
rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
- if (playermove(command.verb, kmod))
+ if (playermove(kmod))
return true;
else
continue; /* back to top of main interpreter loop */
command.verb = kmod;
break;
case 3:
- rspeak(kmod);
+ rspeak(specials[kmod].message);
goto L2012;
default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
Laction:
- switch (action(cmdin, &command)) {
+ switch (action(&command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
- playermove(command.verb, NUL);
+ playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
+ linenoiseFree(input);
}
}