#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"
* 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 scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return true;
else if (motion == BACK) {
/* (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. */
- scratchloc = T_HIGH(travel[kk]);
-
do {
- /*
- * (ESR) This conditional-skip 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[kk]);
+ 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 */
}
- /* handles the YAML "with" clause */
- 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;
- do {
- if (travel[kk].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = T_HIGH(travel[kk]);
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long k2 = kk;
+ do {
+ if (travel[k2].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++k2;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
+ kk = k2;
}
- game.newloc = MOD(scratchloc, 1000);
+ /* Found an eligible rule, now execute it */
+ game.newloc = T_DESTINATION(travel[kk]);
if (!SPECIAL(game.newloc))
return true;
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
+ k2 = kk;
do {
- if (travel[kk].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = T_HIGH(travel[kk]);
+ if (travel[k2].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++k2;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
+ kk = k2;
continue; /* goto L12 */
case 3:
/* Travel 303. Troll bridge. Must be done only
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);
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
break; /* Leave L12 loop */
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;
}
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
/* Get and execute a command */
{
long V1, V2;
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,
} 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;
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:
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);
}
}