}
}
}
+
+
}
static bool spotted_by_pirate(int i)
/* Okay, he's dead. Let's get on with it. */
{
if (game.numdie < 0)
- game.numdie = 0;
+ game.numdie = 0; // LCOV_EXCL_LINE
const char* query = obituaries[game.numdie].query;
const char* yes_response = obituaries[game.numdie].yes_response;
++game.numdie;
}
}
-static bool do_command()
-/* Get and execute a command */
+void clear_command(command_t *cmd)
{
- static command_t command;
-
- /* Can't leave cave once it's closing (except by main office). */
- if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
- rspeak(EXIT_CLOSED);
- game.newloc = game.loc;
- if (!game.panic)
- game.clock2 = PANICTIME;
- game.panic = true;
- }
-
- /* See if a dwarf has seen him and has come from where he
- * wants to go. If so, the dwarf's blocking his way. If
- * coming from place forbidden to pirate (dwarves rooted in
- * place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
- for (size_t i = 1; i <= NDWARVES - 1; i++) {
- if (game.odloc[i] == game.newloc && game.dseen[i]) {
- game.newloc = game.loc;
- rspeak(DWARF_BLOCK);
- break;
- }
- }
- }
- game.loc = game.newloc;
-
- if (!dwarfmove())
- croak();
-
- /* Describe the current location and (maybe) get next command. */
-
- for (;;) {
- if (game.loc == 0)
- croak();
- const char* msg = locations[game.loc].description.small;
- 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
- * pitch darkness. */
- if (game.wzdark && PCT(35)) {
- rspeak(PIT_FALL);
- game.oldlc2 = game.loc;
- croak();
- continue; /* back to top of main interpreter loop */
- }
- msg = arbitrary_messages[PITCH_DARK];
- }
- if (TOTING(BEAR))
- rspeak(TAME_BEAR);
- speak(msg);
- if (FORCED(game.loc)) {
- playermove(HERE);
- return true;
- }
- if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
- rspeak(SAYS_PLUGH);
-
- listobjects();
+ cmd->verb = ACT_NULL;
+ game.oldobj = cmd->obj;
+ cmd->obj = NO_OBJECT;
+}
-Lclearobj:
- game.oldobj = command.obj;
+/*
+ * This function probably does too many disparate things. It checks for hints,
+ * sees if the gamed is closed, checks for darkness, gets user input, increments
+ * the turns in the game state, checks to see if we should be closing, gets the
+ * command input, and preprocesses some implied verbs in the case that the user
+ * put in a single word motion or object command.
+ *
+ * This was the lesser evil -- it got rid of a really nasty goto in the main
+ * input parser/state transition engine. This should be refactored further.
+ */
+bool get_preprocessed_command_input(command_t *command)
+{
+ bool preprocessed = false;
+ do {
+ preprocessed = true;
checkhints();
/* If closing time, check for any objects being toted with
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
- /* Preserve state from last command for reuse when required */
- command_t preserve = command;
-
// Get command input from user
- if (!get_command_input(&command))
+ if (!get_command_input(command))
return false;
#ifdef GDEBUG
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
/* needs to stay synced with enum speechpart */
const char *roles[] = {"unknown", "intransitive", "transitive"};
- printf("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[preserve.part],
- types[preserve.word[0].type],
- preserve.word[0].id,
- types[preserve.word[1].type],
- preserve.word[1].id);
printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
- roles[command.part],
- types[command.word[0].type],
- command.word[0].id,
- types[command.word[1].type],
- command.word[1].id);
+ roles[command->part],
+ types[command->word[0].type],
+ command->word[0].id,
+ types[command->word[1].type],
+ command->word[1].id);
#endif
- /* Handle of objectless action followed by actionless object */
- if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0)
- command.verb = preserve.verb;
-
-#ifdef BROKEN
- /* Handling of actionless object followed by objectless action */
- if (preserve.word[0].type == OBJECT && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0 && command.word[0].id == CARRY)
- command.obj = preserve.obj;
-#endif /* BROKEN */
-
++game.turns;
if (closecheck()) {
if (game.closed)
- return true;
+ return false;
} else
lampcheck();
- if (command.word[0].type == MOTION && command.word[0].id == ENTER
- && (command.word[1].id == STREAM || command.word[1].id == WATER)) {
+ if (command->word[0].type == MOTION && command->word[0].id == ENTER
+ && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
rspeak(WHERE_QUERY);
- goto Lclearobj;
+ clear_command(command);
+ preprocessed = false;
}
- if (command.word[0].type == OBJECT) {
- if (command.word[0].id == GRATE) {
- command.word[0].type = MOTION;
+ if (command->word[0].type == OBJECT) {
+ if (command->word[0].id == GRATE) {
+ command->word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
- command.word[0].id = DEPRESSION;
+ command->word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
+
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
- command.word[0].id = ENTRANCE;
+ command->word[0].id = ENTRANCE;
}
}
- if ((command.word[0].id == WATER || command.word[0].id == OIL) && (command.word[1].id == PLANT || command.word[1].id == DOOR)) {
- if (AT(command.word[1].id)) {
- command.word[1] = command.word[0];
- command.word[0].id = POUR;
- command.word[0].type = ACTION;
- strncpy(command.word[0].raw, "pour", LINESIZE - 1);
+ if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
+ if (AT(command->word[1].id)) {
+ command->word[1] = command->word[0];
+ command->word[0].id = POUR;
+ command->word[0].type = ACTION;
+ strncpy(command->word[0].raw, "pour", LINESIZE - 1);
}
}
- if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
- command.word[0].id = CARRY;
- command.word[0].type = ACTION;
+ if (command->word[0].id == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
+ command->word[0].id = CARRY;
+ command->word[0].type = ACTION;
}
/* From OV to VO form */
- if (command.word[0].type == OBJECT && command.word[1].type == ACTION) {
- command_word_t stage = command.word[0];
- command.word[0] = command.word[1];
- command.word[1] = stage;
+ if (command->word[0].type == OBJECT && command->word[1].type == ACTION) {
+ command_word_t stage = command->word[0];
+ command->word[0] = command->word[1];
+ command->word[1] = stage;
}
}
+ } while (preprocessed == false);
-Lookup:
- if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
- if (++game.iwest == 10)
- rspeak(W_IS_WEST);
- }
- if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
- if (++game.igo == 10)
- rspeak(GO_UNNEEDED);
+ return true;
+}
+
+
+static bool do_command()
+/* Get and execute a command */
+{
+ static command_t command;
+ bool command_given = false;
+ bool command_executed = false;
+
+ /* Can't leave cave once it's closing (except by main office). */
+ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+ rspeak(EXIT_CLOSED);
+ game.newloc = game.loc;
+ if (!game.panic)
+ game.clock2 = PANICTIME;
+ game.panic = true;
+ }
+
+ /* See if a dwarf has seen him and has come from where he
+ * wants to go. If so, the dwarf's blocking his way. If
+ * coming from place forbidden to pirate (dwarves rooted in
+ * place) let him get out (and attacked). */
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
+ for (size_t i = 1; i <= NDWARVES - 1; i++) {
+ if (game.odloc[i] == game.newloc && game.dseen[i]) {
+ game.newloc = game.loc;
+ rspeak(DWARF_BLOCK);
+ break;
+ }
}
- if (command.word[0].id == WORD_NOT_FOUND) {
- /* Gee, I don't understand. */
- sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
+ }
+ game.loc = game.newloc;
+
+ if (!dwarfmove())
+ croak();
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ command_given = false;
+ command_executed = false;
+
+ if (game.loc == 0)
+ croak();
+ const char* msg = locations[game.loc].description.small;
+ 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
+ * pitch darkness. */
+ if (game.wzdark && PCT(35)) {
+ rspeak(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
}
- switch (command.word[0].type) {
- case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
- case MOTION:
- playermove(command.word[0].id);
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ playermove(HERE);
return true;
- case OBJECT:
- command.part = unknown;
- command.obj = command.word[0].id;
- break;
- case ACTION:
- if (command.word[1].type == NUMERIC)
- command.part = transitive;
- else
- command.part = intransitive;
- command.verb = command.word[0].id;
- break;
- case NUMERIC: // LCOV_EXCL_LINE
- if (!settings.oldstyle) {
- sspeak(DONT_KNOW, command.word[0].raw);
- goto Lclearobj;
- }
- default: // LCOV_EXCL_LINE
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
- switch (action(command)) {
- case GO_TERMINATE:
- return true;
- case GO_MOVE:
- playermove(NUL);
- return true;
- case GO_TOP:
- continue; /* back to top of main interpreter loop */
- case GO_WORD2:
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
+
+ listobjects();
+ clear_command(&command);
+
+ do {
+ // Get pre-processed command input from user
+ command_given = get_preprocessed_command_input(&command);
+ if (!command_given)
+ return game.closed;
+
+ // loop until all words in command are procesed
+ do {
+ // assume all words in command are processed, until proven otherwise
+ command_executed = true;
+
+ if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
+ if (++game.iwest == 10)
+ rspeak(W_IS_WEST);
+ }
+ if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
+ if (++game.igo == 10)
+ rspeak(GO_UNNEEDED);
+ }
+ if (command.word[0].id == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ command_given = false;
+ break;
+ }
+
+ switch (command.word[0].type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(command.word[0].id);
+ return true;
+ case OBJECT:
+ command.part = unknown;
+ command.obj = command.word[0].id;
+ break;
+ case ACTION:
+ if (command.word[1].type == NUMERIC)
+ command.part = transitive;
+ else
+ command.part = intransitive;
+ command.verb = command.word[0].id;
+ break;
+ case NUMERIC:
+ if (!settings.oldstyle) {
+ sspeak(DONT_KNOW, command.word[0].raw);
+ clear_command(&command);
+ command_given = false;
+ }
+ break;
+ default: // LCOV_EXCL_LINE
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+ }
+
+ if(command_given) {
+ switch (action(command)) {
+ case GO_TERMINATE:
+ return true;
+ case GO_MOVE:
+ playermove(NUL);
+ return true;
+ case GO_TOP:
+ continue; /* back to top of main interpreter loop */
+ case GO_CLEAROBJ:
+ clear_command(&command);
+ /* FALL THROUGH */
+ case GO_CHECKHINT:
+ command_given = false;
+ break;
+ case GO_WORD2:
#ifdef GDEBUG
- printf("Word shift\n");
+ printf("Word shift\n");
#endif /* GDEBUG */
- /* Get second word for analysis. */
- command.word[0] = command.word[1];
- command.word[1] = empty_command_word;
- goto Lookup;
- case GO_UNKNOWN:
- /* Random intransitive verbs come here. Clear obj just in case
- * (see attack()). */
- command.word[0].raw[0] = toupper(command.word[0].raw[0]);
- sspeak(DO_WHAT, command.word[0].raw);
- command.obj = 0;
- // Fallthrough
- case GO_CLEAROBJ:
- goto Lclearobj;
- case GO_DWARFWAKE:
- /* Oh dear, he's disturbed the dwarves. */
- rspeak(DWARVES_AWAKEN);
- terminate(endgame);
- default: // LCOV_EXCL_LINE
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
- }
- }
+ /* Get second word for analysis. */
+ command.word[0] = command.word[1];
+ command.word[1] = empty_command_word;
+ command_executed = false;
+ break;
+ case GO_UNKNOWN:
+ /* Random intransitive verbs come here. Clear obj just in case
+ * (see attack()). */
+ command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+ sspeak(DO_WHAT, command.word[0].raw);
+ command.obj = 0;
+ command_given = false;
+ break;
+ case GO_DWARFWAKE:
+ /* Oh dear, he's disturbed the dwarves. */
+ rspeak(DWARVES_AWAKEN);
+ terminate(endgame);
+ default: // LCOV_EXCL_LINE
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+ }
+ }
+ } while (!command_executed);
+ } while (!command_given);
+ }
}
/* end */