* 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)
/* Okay, he's dead. Let's get on with it. */
{
* does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
-
static void playermove( int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
(false);
}
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+ if (game.prop[LAMP] == LAMP_BRIGHT)
+ --game.limit;
+
+ /* Another way we can force an end to things is by having the
+ * 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. Even after it goes
+ * out, he can explore outside for a while if desired. */
+ if (game.limit <= WARNTIME) {
+ if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+ rspeak(REPLACE_BATTERIES);
+ game.prop[BATTERY] = DEAD_BATTERIES;
+#ifdef __unused__
+ /* This code from the original game seems to have been faulty.
+ * No tests ever passed the guard, and with the guard removed
+ * the game hangs when the lamp limit is reached.
+ */
+ if (TOTING(BATTERY))
+ drop(BATTERY, game.loc);
+#endif
+ 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);
+ }
+}
+
static bool closecheck(void)
/* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's
rspeak(CAVE_CLOSING);
game.clock1 = -1;
game.closng = true;
- return true;
+ return game.closed;
} else if (game.clock1 < 0)
--game.clock2;
if (game.clock2 == 0) {
rspeak(CAVE_CLOSED);
game.closed = true;
- return true;
+ return game.closed;
}
+ lampcheck();
return false;
}
-static void lampcheck(void)
-/* Check game limit and lamp timers */
-{
- if (game.prop[LAMP] == LAMP_BRIGHT)
- --game.limit;
-
- /* Another way we can force an end to things is by having the
- * 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. Even after it goes
- * out, he can explore outside for a while if desired. */
- if (game.limit <= WARNTIME) {
- if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
- rspeak(REPLACE_BATTERIES);
- game.prop[BATTERY] = DEAD_BATTERIES;
-#ifdef __unused__
- /* This code from the original game seems to have been faulty.
- * No tests ever passed the guard, and with the guard removed
- * the game hangs when the lamp limit is reached.
- */
- if (TOTING(BATTERY))
- drop(BATTERY, game.loc);
-#endif
- 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);
- }
-}
-
static void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
cmd->obj = NO_OBJECT;
}
-/*
- * 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)
+void close_cleanup_before_command(void)
+/* If closing time, check for any objects being toted with
+ * 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. */
{
- bool preprocessed = false;
-
- do {
- preprocessed = true;
- checkhints();
-
- /* If closing time, check for any objects being toted with
- * 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, true, 1);
- for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = STASHED(i);
- }
- }
- game.wzdark = DARK(game.loc);
- if (game.knfloc > 0 && game.knfloc != game.loc)
- game.knfloc = 0;
-
- // Get command input from user
- if (!get_command_input(command))
- return false;
-
-#ifdef GDEBUG
- /* Needs to stay synced with enum word_type_t */
- const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
- /* needs to stay synced with enum speechpart */
- const char *roles[] = {"unknown", "intransitive", "transitive"};
- 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);
-#endif
-
- ++game.turns;
-
- if (closecheck()) {
- if (game.closed)
- 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 (LIQLOC(game.loc) == WATER)
- rspeak(FEET_WET);
- else
- rspeak(WHERE_QUERY);
-
- clear_command(command);
- preprocessed = false;
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ pspeak(OYSTER, look, true, 1);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = STASHED(i);
}
+ }
+}
+bool preprocess_command(command_t *command)
+/* Pre-processes a command input to see if we need to tease out a few specific cases:
+ * - "enter water" or "enter stream":
+ * wierd specific case that gets the user wet, and then kicks us back to get another command
+ * - <object> <verb>:
+ * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
+ * furtherprocessing.
+ * - "grate":
+ * If in location with grate, we move to that grate. If we're in a number of other places,
+ * we move to the entrance.
+ * - "water plant", "oil plant", "water door", "oil door":
+ * Change to "pour water" or "pour oil" based on context
+ * - "cage bird":
+ * If bird is present, we change to "carry bird"
+ *
+ * Returns true if pre-processing is complete, and we're ready to move to the primary command
+ * processing, false otherwise. */
+{
+ 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);
+ } else {
if (command->word[0].type == OBJECT) {
+ /* From OV to VO form */
+ if (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].id == GRATE) {
command->word[0].type = MOTION;
if (game.loc == LOC_START ||
command->word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
-
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
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 ((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].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;
- }
}
- } while (preprocessed == false);
- return true;
+ return true;
+ }
+ return false;
}
-
static bool do_command()
/* Get and execute a command */
{
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;
listobjects();
clear_command(&command);
+ // Keep getting commands from user until valid command is both given and executed.
do {
- // Get pre-processed command input from user
- command_given = get_preprocessed_command_input(&command);
- if (!command_given)
- return game.closed;
+ // Check some quick-time game state items, get input from user, increment turn,
+ // and pre-process commands. Keep going until pre-processing is done.
+ do {
+ checkhints();
+ close_cleanup_before_command();
+
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc = 0;
+
+ // Get command input from user
+ if (!get_command_input(&command))
+ return false;
+
+ ++game.turns;
+ } while ( !preprocess_command(&command));
+ command_given = true;
+
+ // check if game is closed
+ if (closecheck() )
+ return true;
- // loop until all words in command are procesed
+ // loop until all words in command are procesed
do {
// assume all words in command are processed, until proven otherwise
command_executed = true;
+ 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;
+ continue;
+ }
+
+ // Give user hints of shortcuts
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
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
sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command);
command_given = false;
+ continue;
}
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:
+ 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;
- 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
- }
+ /* 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);