Improved behavior when magic words are said before they're seen.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 70f1b9e971314e27d9c7c6b851f1c89e3fddf59b..124ba44105ead1eff413e4cef8ddd29e71972d84 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,20 +1,7 @@
 /*
- * There used to be a note that said this:
- *
- * The author - Don Woods - apologises for the style of the code; it
- * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.
- *
- * Now that the code has been restructured into something much closer
- * 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*).
- * Applying the Structured Program Theorem can be hard.
- *
- * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
- * Copyright (c) 2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-clause
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
  */
 
 #include <stdlib.h>
 #include <signal.h>
 #include <string.h>
 #include <ctype.h>
+#include <unistd.h>
+#include <editline/readline.h>
 #include "advent.h"
 #include "dungeon.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
+#if defined ADVENT_AUTOSAVE
+static FILE* autosave_fp;
+void autosave(void)
+{
+    if (autosave_fp != NULL) {
+        rewind(autosave_fp);
+        savefile(autosave_fp, /* version (auto): */0);
+        fflush(autosave_fp);
+    }
+}
+#endif
+
 // LCOV_EXCL_START
 // exclude from coverage analysis because it requires interactivity to test
 static void sig_handler(int signo)
@@ -37,106 +38,66 @@ static void sig_handler(int signo)
         if (settings.logfp != NULL)
             fflush(settings.logfp);
     }
+
+#if defined ADVENT_AUTOSAVE
+    if (signo == SIGHUP || signo == SIGTERM)
+        autosave();
+#endif
     exit(EXIT_FAILURE);
 }
 // LCOV_EXCL_STOP
 
-/*
- * MAIN PROGRAM
- *
- *  Adventure (rev 2: 20 treasures)
- *  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
- *             Errata fixed: 78/12/25
- *          Revived 2017 as Open Adventure.
- */
-
-static bool do_command(void);
-
-int main(int argc, char *argv[])
+char *myreadline(const char *prompt)
 {
-    int ch;
-
-    /*  Options. */
-
-#ifndef ADVENT_NOSAVE
-    const char* opts = "l:or:";
-    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
-    FILE *rfp = NULL;
-#else
-    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':
-            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':
-            settings.oldstyle = true;
-            settings.prompt = false;
-            break;
-#ifndef ADVENT_NOSAVE
-        case 'r':
-            rfp = fopen(optarg, "r");
-            if (rfp == NULL)
-                fprintf(stderr,
-                        "advent: can't open save file %s for read\n",
-                        optarg);
-            break;
-#endif
-        default:
-            fprintf(stderr,
-                    usage, argv[0]);
-            fprintf(stderr,
-                    "        -l create a log file of your game named as specified'\n");
-            fprintf(stderr,
-                    "        -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
-#ifndef ADVENT_NOSAVE
-            fprintf(stderr,
-                    "        -r restore from specified saved game file\n");
-#endif
-            exit(EXIT_FAILURE);
-            break;
-        }
+    /*
+     * This function isn't required for gameplay, readline() straight
+     * up would suffice for that.  It's where we interpret command-line
+     * logfiles for testing purposes.
+     */
+    /* Normal case - no script arguments */
+    if (settings.argc == 0) {
+       char *ln = readline(prompt);
+       if (ln == NULL) {
+           fputs(prompt, stdout);
+       }
+        return ln;
     }
 
-    /*  Initialize game variables */
-    long seedval = initialise();
+    char *buf = malloc(LINESIZE + 1);
+    for (;;) {
+        if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+            if (settings.optind >= settings.argc) {
+                free(buf);
+                return NULL;
+            }
 
-#ifndef ADVENT_NOSAVE
-    if (!rfp) {
-        game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
-        if (game.novice)
-            game.limit = NOVICELIMIT;
-    } 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
+            char *next = settings.argv[settings.optind++];
 
-    if (settings.logfp)
-        fprintf(settings.logfp, "seed %ld\n", seedval);
+            if (settings.scriptfp != NULL && feof(settings.scriptfp))
+                fclose(settings.scriptfp);
+            if (strcmp(next, "-") == 0)
+                settings.scriptfp = stdin; // LCOV_EXCL_LINE
+            else
+                settings.scriptfp = fopen(next, "r");
+        }
 
-    /* interpret commands until EOF or interrupt */
-    for (;;) {
-        if (!do_command())
-            break;
+        if (isatty(fileno(settings.scriptfp))) {
+            free(buf); // LCOV_EXCL_LINE
+            return readline(prompt); // LCOV_EXCL_LINE
+        } else {
+            char *ln = fgets(buf, LINESIZE, settings.scriptfp);
+            if (ln != NULL) {
+               fputs(prompt, stdout);
+                fputs(ln, stdout);
+               return ln;
+            }
+        }
     }
-    /* show score and exit */
-    terminate(quitgame);
+
+    return NULL;
 }
 
-/*  Check if this loc is eligible for any hints.  If been here long
+/*  Check if this loc is eligible for any hints.  If been here int
  *  enough, display.  Ignore "HINTS" < 4 (special stuff, see database
  *  notes). */
 static void checkhints(void)
@@ -148,7 +109,7 @@ static void checkhints(void)
             if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
                 game.hintlc[hint] = -1;
             ++game.hintlc[hint];
-            /*  Come here if he's been long enough at required loc(s) for some
+            /*  Come here if he's been int enough at required loc(s) for some
              *  unused hint. */
             if (game.hintlc[hint] >= hints[hint].turns) {
                 int i;
@@ -210,15 +171,16 @@ static void checkhints(void)
                     game.hintlc[hint] = 0;
                     return;
                 default: // LCOV_EXCL_LINE
+                    // Should never happen
                     BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
 
                 /* Fall through to hint display */
                 game.hintlc[hint] = 0;
-                if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
                     return;
                 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
-                game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+                game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
                 if (game.hinted[hint] && game.limit > WARNTIME)
                     game.limit += WARNTIME * hints[hint].penalty;
             }
@@ -460,24 +422,28 @@ static bool dwarfmove(void)
  *  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. */
 {
-    if (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;
+
     if (game.closng) {
         /*  He died during closing time.  No resurrection.  Tally up a
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
-                || game.numdie == NDEATHS)
+    } else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
+               || game.numdie == NDEATHS) {
+        /* Player is asked if he wants to try again. If not, or if
+         * he's already used all of his lives, we end the game */
         terminate(endgame);
-    else {
+    } else {
+        /* If player wishes to continue, we empty the liquids in the
+         * user's inventory, turn off the lamp, and drop all items
+         * where he died. */
         game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
         if (TOTING(LAMP))
             game.prop[LAMP] = LAMP_DARK;
@@ -492,6 +458,29 @@ static void croak(void)
     }
 }
 
+static void describe_location(void)
+/* Describe the location to the user */
+{
+    const char* msg = locations[game.loc].description.small;
+
+    if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
+        msg == NO_MESSAGE)
+        msg = locations[game.loc].description.big;
+
+    if (!FORCED(game.loc) && DARK(game.loc)) {
+        msg = arbitrary_messages[PITCH_DARK];
+    }
+
+    if (TOTING(BEAR))
+        rspeak(TAME_BEAR);
+
+    speak(msg);
+
+    if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+        rspeak(SAYS_PLUGH);
+}
+
+
 static bool traveleq(int a, int b)
 /* Are two travel entries equal for purposes of skip after failed condition? */
 {
@@ -509,8 +498,7 @@ static bool traveleq(int a, int b)
  *  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)
+static void playermove(int motion)
 {
     int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
@@ -584,7 +572,7 @@ static void playermove( int motion)
     /* 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]) ||
+        if ((travel[travel_entry].motion == HERE) ||
             travel[travel_entry].motion == motion)
             break;
         if (travel[travel_entry].stop) {
@@ -634,8 +622,8 @@ static void playermove( int motion)
         for (;;) { /* L12 loop */
             for (;;) {
                 enum condtype_t condtype = travel[travel_entry].condtype;
-                long condarg1 = travel[travel_entry].condarg1;
-                long condarg2 = travel[travel_entry].condarg2;
+                int condarg1 = travel[travel_entry].condarg1;
+                int condarg2 = travel[travel_entry].condarg2;
                 if (condtype < cond_not) {
                     /* YAML N and [pct N] conditionals */
                     if (condtype == cond_goto || condtype == cond_pct) {
@@ -721,9 +709,9 @@ static void playermove( int motion)
                      * game.prop[TROLL]=TROLL_UNPAID.)  Special stuff
                      * for bear. */
                     if (game.prop[TROLL] == TROLL_PAIDONCE) {
-                        pspeak(TROLL, look, TROLL_PAIDONCE, true);
+                        pspeak(TROLL, look, true, TROLL_PAIDONCE);
                         game.prop[TROLL] = TROLL_UNPAID;
-                        move(TROLL2, LOC_NOWHERE);
+                        DESTROY(TROLL2);
                         move(TROLL2 + NOBJECTS, IS_FREE);
                         move(TROLL, objects[TROLL].plac);
                         move(TROLL + NOBJECTS, objects[TROLL].fixd);
@@ -755,6 +743,50 @@ static void playermove( int motion)
     (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
@@ -808,7 +840,7 @@ static bool closecheck(void)
             game.dseen[i] = false;
             game.dloc[i] = LOC_NOWHERE;
         }
-        move(TROLL, LOC_NOWHERE);
+        DESTROY(TROLL);
         move(TROLL + NOBJECTS, IS_FREE);
         move(TROLL2, objects[TROLL].plac);
         move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
@@ -822,7 +854,7 @@ static bool closecheck(void)
         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) {
@@ -871,56 +903,13 @@ static bool closecheck(void)
 
         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
@@ -946,6 +935,8 @@ static void listobjects(void)
                     game.prop[RUG] = RUG_DRAGON;
                 if (obj == CHAIN)
                     game.prop[CHAIN] = CHAINING_BEAR;
+               if (obj == EGGS)
+                   game.seenbigwords = true;
                 --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
@@ -967,16 +958,87 @@ static void listobjects(void)
                 kk = (game.loc == game.fixed[STEPS])
                      ? STEPS_UP
                      : STEPS_DOWN;
-            pspeak(obj, look, kk, true);
+            pspeak(obj, look, true, kk);
         }
     }
 }
 
-static bool do_command()
-/* Get and execute a command */
+static 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":
+ *   weird 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
+ *   further processing.
+ * - "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. */
 {
-    static command_t command;
+    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 ||
+                    game.loc == LOC_VALLEY ||
+                    game.loc == LOC_SLIT) {
+                    command->word[0].id = DEPRESSION;
+                }
+                if (game.loc == LOC_COBBLE ||
+                    game.loc == LOC_DEBRIS ||
+                    game.loc == LOC_AWKWARD ||
+                    game.loc == LOC_BIRDCHAMBER ||
+                    game.loc == LOC_PITTOP) {
+                    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 == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
+                command->word[0].id = CARRY;
+                command->word[0].type = ACTION;
+            }
+        }
+
+        /* If no word type is given for the first word, we assume it's a motion. */
+        if (command->word[0].type == NO_WORD_TYPE)
+            command->word[0].type = MOTION;
+
+        command->state = PREPROCESSED;
+        return true;
+    }
+    return false;
+}
 
+static bool do_move(void)
+/* Actually execute the move to the new location and dwarf movement */
+{
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
@@ -1004,222 +1066,316 @@ static bool do_command()
     if (!dwarfmove())
         croak();
 
-    /*  Describe the current location and (maybe) get next command. */
+    if (game.loc == LOC_NOWHERE)
+        croak();
+
+    /* The easiest way to get killed is to fall into a pit in
+     * pitch darkness. */
+    if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) {
+        rspeak(PIT_FALL);
+        game.oldlc2 = game.loc;
+        croak();
+        return false;
+    }
+
+    return true;
+}
+
+static bool do_command(void)
+/* Get and execute a command */
+{
+    static command_t command;
+    clear_command(&command);
+
+    /* Describe the current location and (maybe) get next command. */
+    while (command.state != EXECUTED) {
+        describe_location();
 
-    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();
 
-Lclearobj:
-       command.verb = 0;
-        game.oldobj = command.obj;
-       command.obj = 0;
-
-L2600:
-        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, 1, true);
-            for (size_t i = 1; i <= NOBJECTS; i++) {
-                if (TOTING(i) && game.prop[i] < 0)
-                    game.prop[i] = STASHED(i);
+        /* Command not yet given; keep getting commands from user
+         * until valid command is both given and executed. */
+        clear_command(&command);
+        while (command.state <= GIVEN) {
+
+            if (game.closed) {
+                /*  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.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;
-
-        /* Preserve state from last command for reuse when required */
-        command_t preserve = command;
 
-        // Get command input from user
-        if (!get_command_input(&command))
-            return false;
-
-Lclosecheck:
-#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("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);
-#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;
-
-        ++game.turns;
+            /* Check to see if the room is dark. If the knife is here,
+             * and it's dark, the knife permanently disappears */
+            game.wzdark = DARK(game.loc);
+            if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
+                game.knfloc = LOC_NOWHERE;
+
+            /* Check some for hints, get input from user, increment
+             * turn, and pre-process commands. Keep going until
+             * pre-processing is done. */
+            while ( command.state < PREPROCESSED ) {
+                checkhints();
+
+                /* Get command input from user */
+                if (!get_command_input(&command))
+                    return false;
+
+                /* Every input, check "foobar" flag. If zero, nothing's going
+                 * on. If pos, make neg. If neg, he skipped a word, so make it
+                 * zero.
+                 */
+                game.foobar = (game.foobar > WORD_EMPTY) ? -game.foobar : WORD_EMPTY;
+
+                ++game.turns;
+                preprocess_command(&command);
+            }
 
-        if (closecheck()) {
-            if (game.closed)
+            /* check if game is closed, and exit if it is */
+            if (closecheck() )
                 return true;
-        } 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);
+            /* loop until all words in command are processed */
+            while (command.state == PREPROCESSED ) {
+                command.state = PROCESSING;
 
-            goto Lclearobj;
-        }
+                if (command.word[0].id == WORD_NOT_FOUND) {
+                    /* Gee, I don't understand. */
+                    sspeak(DONT_KNOW, command.word[0].raw);
+                    clear_command(&command);
+                    continue;
+                }
 
-        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;
+                /* Give user hints of shortcuts */
+                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 (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;
+                switch (command.word[0].type) {
+                case MOTION:
+                    playermove(command.word[0].id);
+                    command.state = EXECUTED;
+                    continue;
+                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);
+                        continue;
+                    }
+                    break;// LCOV_EXCL_LINE
+                default: // LCOV_EXCL_LINE
+                case NO_WORD_TYPE: // LCOV_EXCL_LINE
+                    BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
                 }
-            }
-            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);
+
+                switch (action(command)) {
+                case GO_TERMINATE:
+                    command.state = EXECUTED;
+                    break;
+                case GO_MOVE:
+                    playermove(NUL);
+                    command.state = EXECUTED;
+                    break;
+                case GO_WORD2:
+#ifdef GDEBUG
+                    printf("Word shift\n");
+#endif /* GDEBUG */
+                    /* Get second word for analysis. */
+                    command.word[0] = command.word[1];
+                    command.word[1] = empty_command_word;
+                    command.state = PREPROCESSED;
+                    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 = NO_OBJECT;
+
+                    /* object cleared; we need to go back to the preprocessing step */
+                    command.state = GIVEN;
+                    break;
+                case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
+                    command.state = GIVEN;
+                    break;
+                case GO_DWARFWAKE:
+                    /*  Oh dear, he's disturbed the dwarves. */
+                    rspeak(DWARVES_AWAKEN);
+                    terminate(endgame);
+                case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
+                    clear_command(&command);
+                    break;
+                case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
+                    break;
+                default: // LCOV_EXCL_LINE
+                    BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
                 }
-            }
-            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;
-            }
+            } /* while command has not been fully processed */
+        } /* while command is not yet given */
+    } /* while command is not executed */
 
-            /* 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;
-            }
-        }
+    /* command completely executed; we return true. */
+    return true;
+}
 
-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);
-        }
-        if (command.word[0].id == WORD_NOT_FOUND) {
-            /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.word[0].raw);
-            goto Lclearobj;
-        }
-        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;
+/*
+ * MAIN PROGRAM
+ *
+ *  Adventure (rev 2: 20 treasures)
+ *  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
+ *             Errata fixed: 78/12/25
+ *          Revived 2017 as Open Adventure.
+ */
+
+int main(int argc, char *argv[])
+{
+    int ch;
+
+    /*  Options. */
+
+#if defined ADVENT_AUTOSAVE
+    const char* opts = "dl:oa:";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
+    FILE *rfp = NULL;
+    const char* autosave_filename = NULL;
+#elif !defined ADVENT_NOSAVE
+    const char* opts = "dl:or:";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
+    FILE *rfp = NULL;
+#else
+    const char* opts = "dl:o";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
+#endif
+    while ((ch = getopt(argc, argv, opts)) != EOF) {
+        switch (ch) {
+       case 'd': // LCOV_EXCL_LINE
+           settings.debug +=1; // LCOV_EXCL_LINE
+           break; // LCOV_EXCL_LINE
+        case 'l':
+            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 ACTION:
-            if (command.word[1].type == NUMERIC)
-                command.part = transitive;
-            else
-                command.part = intransitive;
-            command.verb = command.word[0].id;
+        case 'o':
+            settings.oldstyle = true;
+            settings.prompt = false;
+            break;
+#ifdef ADVENT_AUTOSAVE
+        case 'a':
+            rfp = fopen(optarg, READ_MODE);
+            autosave_filename = optarg;
+            signal(SIGHUP, sig_handler);
+            signal(SIGTERM, sig_handler);
+            break;
+#elif !defined ADVENT_NOSAVE
+        case 'r':
+            rfp = fopen(optarg, "r");
+            if (rfp == NULL)
+                fprintf(stderr,
+                        "advent: can't open save file %s for read\n",
+                        optarg);
+            break;
+#endif
+        default:
+            fprintf(stderr,
+                    usage, argv[0]);
+            fprintf(stderr,
+                    "        -l create a log file of your game named as specified'\n");
+            fprintf(stderr,
+                    "        -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#if defined ADVENT_AUTOSAVE
+            fprintf(stderr,
+                    "        -a automatic save/restore from specified saved game file\n");
+#elif !defined ADVENT_NOSAVE
+            fprintf(stderr,
+                    "        -r restore from specified saved game file\n");
+#endif
+            exit(EXIT_FAILURE);
             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_CLEAROBJ:
-            goto Lclearobj;
-        case GO_CHECKHINT:
-            goto L2600;
-        case GO_WORD2:
-#ifdef GDEBUG
-            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;
-            goto L2600;
-        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
+    }
+
+    /* copy invocation line part after switches */
+    settings.argc = argc - optind;
+    settings.argv = argv + optind;
+    settings.optind = 0;
+
+    /*  Initialize game variables */
+    int seedval = initialise();
+
+#if !defined ADVENT_NOSAVE
+    if (!rfp) {
+        game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        if (game.novice)
+            game.limit = NOVICELIMIT;
+    } else {
+        restore(rfp);
+#if defined ADVENT_AUTOSAVE
+        score(scoregame);
+#endif
+    }
+#if defined ADVENT_AUTOSAVE
+    if (autosave_filename != NULL) {
+        if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) {
+            perror(autosave_filename);
+            return EXIT_FAILURE;
         }
+        autosave();
     }
+#endif
+#else
+    game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+    if (game.novice)
+        game.limit = NOVICELIMIT;
+#endif
+
+    if (settings.logfp)
+        fprintf(settings.logfp, "seed %d\n", seedval);
+
+    /* interpret commands until EOF or interrupt */
+    for (;;) {
+        // if we're supposed to move, move
+        if (!do_move())
+            continue;
+
+        // get command
+        if (!do_command())
+            break;
+    }
+    /* show score and exit */
+    terminate(quitgame);
 }
 
 /* end */