* 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>
#include <getopt.h>
#include <signal.h>
#include <string.h>
+#include <ctype.h>
#include "advent.h"
-#include "linenoise/linenoise.h"
#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
-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
/* 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]\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]\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':
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 game variables */
long seedval = initialise();
- /* Start-up, dwarf stuff */
- make_zzword(game.zzword);
-
#ifndef ADVENT_NOSAVE
if (!rfp) {
game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
} 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 %ld\n", seedval);
/* interpret commands until EOF or interrupt */
for (;;) {
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);
// 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;
}
return false;
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 */
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);
* 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++) {
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);
* 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;
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 bool traveleq(long a, long 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
* 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;
+ long condarg1 = travel[travel_entry].condarg1;
+ long 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.
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
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;
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, TROLL_PAIDONCE, true);
+ game.prop[TROLL] = TROLL_UNPAID;
+ move(TROLL2, LOC_NOWHERE);
+ 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:
BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
* 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);
+ move(TROLL, LOC_NOWHERE);
+ 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;
* 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++) {
* 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
+ * 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 && 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);
- }
}
}
/* 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 (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, kk, true);
+ }
+ }
+}
+
+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 */
{
- long V1, V2;
- 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). */
if (game.loc == 0)
croak();
const char* msg = locations[game.loc].description.small;
- if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
+ 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
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;
+Lclearobj:
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). */
+ * 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.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, 1);
+ pspeak(OYSTER, look, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = -1 - game.prop[i];
+ 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];
+ // Get command input from user
+ if (!get_command_input(&command))
+ return false;
- for (;;) {
- input = get_input();
- if (input == NULL)
- return (false);
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- }
-
- 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);
+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.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) {
+ if (command.id1 == ENTER && (command.id2 == STREAM ||
+ command.id2 == WATER)) {
+ if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
- } else {
+ else
rspeak(WHERE_QUERY);
- }
- goto L2012;
+
+ goto Lclearobj;
}
- if (V1 == ENTER && command.wd2 > 0) {
- command.wd1 = command.wd2;
- command.wd1x = command.wd2x;
- wordclear(&command.wd2);
+ if (command.id1 == ENTER && 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 {
- /* FIXME: Magic numbers related to vocabulary */
- if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
- (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
- if (AT(DEMOTE_WORD(V2)))
+ 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 (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+ 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");
+ }
}
-L2620:
- if (wordeq(command.wd1, token_to_packed("WEST"))) {
- ++game.iwest;
- if (game.iwest == 10)
+Lookup:
+ if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
+ if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
- if (++igo == 10)
+ if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
+ if (++game.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))
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
+ if (command.id1 == WORD_NOT_FOUND) {
+ if (fallback_handler(command))
continue;
- rspeak(DONT_KNOW, command.wd1, command.wd1x);
- goto L2600;
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.raw1);
+ goto Lclearobj;
}
- /* FIXME: magic numbers related to vocabulary */
- kmod = MOD(defn, 1000);
- switch (defn / 1000) {
- case 0:
- if (playermove(kmod))
- return true;
- else
- continue; /* back to top of main interpreter loop */
- case 1:
+ switch (type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.id1);
+ return true;
+ case OBJECT:
command.part = unknown;
- command.obj = kmod;
+ command.obj = command.id1;
break;
- case 2:
+ case ACTION:
command.part = intransitive;
- command.verb = kmod;
+ command.verb = defn;
break;
- case 3:
- rspeak(specials[kmod].message);
- goto L2012;
+ case SPECIAL:
+ speak(specials[command.id1].message);
+ 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;
- command.wd1x = command.wd2x;
+ 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';
wordclear(&command.wd2);
- goto L2620;
+ goto Lookup;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
- rspeak(DO_WHAT, command.wd1, command.wd1x);
+ 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);