Address GitLab issue #45: OSX Compile issue
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 0fd81a391ee0201e1d8d32398b782533e9d3dc21..1865483964d109c9a4aa7c5b7dd69d0d373d0d6a 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,16 +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
  */
 
 #include <stdlib.h>
@@ -85,7 +76,6 @@ int main(int argc, char *argv[])
                 fprintf(stderr,
                         "advent: can't open save file %s for read\n",
                         optarg);
-            signal(SIGINT, sig_handler);
             break;
 #endif
         default:
@@ -133,23 +123,6 @@ int main(int argc, char *argv[])
     terminate(quitgame);
 }
 
-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;
-        return true;
-    }
-    return false;
-}
-
 /*  Check if this loc is eligible for any hints.  If been here long
  *  enough, display.  Ignore "HINTS" < 4 (special stuff, see database
  *  notes). */
@@ -223,9 +196,8 @@ static void checkhints(void)
                         break;
                     game.hintlc[hint] = 0;
                     return;
-                default:
+                default: // LCOV_EXCL_LINE
                     BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
-                    break;
                 }
 
                 /* Fall through to hint display */
@@ -239,6 +211,8 @@ static void checkhints(void)
             }
         }
     }
+
+
 }
 
 static bool spotted_by_pirate(int i)
@@ -315,7 +289,7 @@ static bool dwarfmove(void)
 /* Dwarves move.  Return true if player survives, false if he dies. */
 {
     int kk, stick, attack;
-    long tk[21];
+    loc_t tk[21];
 
     /*  Dwarf stuff.  See earlier comments for description of
      *  variables.  Remember sixth dwarf is pirate and is thus
@@ -448,7 +422,7 @@ static bool dwarfmove(void)
         rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
     } else {
         rspeak(KNIFE_THROWN);
-        rspeak(MISSES_YOU);
+        rspeak(stick ? GETS_YOU : MISSES_YOU);
     }
     if (stick == 0)
         return true;
@@ -479,6 +453,8 @@ static bool dwarfmove(void)
 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;
@@ -505,7 +481,7 @@ static void croak(void)
     }
 }
 
-static bool traveleq(long a, long b)
+static bool traveleq(int a, int b)
 /* Are two travel entries equal for purposes of skip after failed condition? */
 {
     return (travel[a].condtype == travel[b].condtype)
@@ -667,7 +643,7 @@ static void playermove( int motion)
 
                 /* We arrive here on conditional failure.
                  * Skip to next non-matching destination */
-                long te_tmp = travel_entry;
+                int te_tmp = travel_entry;
                 do {
                     if (travel[te_tmp].stop)
                         BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
@@ -711,14 +687,16 @@ static void playermove( int motion)
                      * to get it out.  Having dropped it, go back and
                      * pretend he wasn't carrying it after all. */
                     drop(EMERALD, game.loc);
-                    int te_tmp = travel_entry;
-                    do {
-                        if (travel[te_tmp].stop)
-                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                        ++te_tmp;
-                    } while
-                    (traveleq(travel_entry, te_tmp));
-                    travel_entry = te_tmp;
+                    {
+                        int te_tmp = travel_entry;
+                        do {
+                            if (travel[te_tmp].stop)
+                                BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                            ++te_tmp;
+                        } while
+                        (traveleq(travel_entry, te_tmp));
+                        travel_entry = te_tmp;
+                    }
                     continue; /* goto L12 */
                 case 3:
                     /* Special travel 3.  Troll bridge.  Must be done
@@ -732,7 +710,7 @@ 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);
                         move(TROLL2 + NOBJECTS, IS_FREE);
@@ -756,7 +734,7 @@ static void playermove( int motion)
                         croak();
                         return;
                     }
-                default:
+                default: // LCOV_EXCL_LINE
                     BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
             }
@@ -898,14 +876,20 @@ static void lampcheck(void)
      *  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) {
         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)) {
@@ -938,7 +922,7 @@ static void listobjects(void)
     if (!DARK(game.loc)) {
         ++game.abbrev[game.loc];
         for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
-            long obj = i;
+            obj_t obj = i;
             if (obj > NOBJECTS)
                 obj = obj - NOBJECTS;
             if (obj == STEPS && TOTING(NUGGET))
@@ -972,52 +956,137 @@ 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 get_command_input(struct command_t *command)
+void clear_command(command_t *cmd)
 {
-    char inputbuf[LINESIZE];
-    char word1[TOKLEN + 1];
-    char word2[TOKLEN + 1];
-    char* input;
+    cmd->verb = ACT_NULL;
+    game.oldobj = cmd->obj;
+    cmd->obj = NO_OBJECT;
+}
 
-    for (;;) {
-        input = get_input();
-        if (input == NULL)
+/*
+ * 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
+         *  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;
-        if (word_count(input) > 2) {
-            rspeak(TWO_WORDS);
-            free(input);
-            continue;
+
+#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 (strcmp(input, "") != 0)
-            break;
-        free(input);
-    }
 
-    strncpy(inputbuf, input, LINESIZE - 1);
-    free(input);
+        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;
+                }
+                if (game.loc == LOC_COBBLE ||
 
-    tokenize(inputbuf, command);
+                    game.loc == LOC_DEBRIS ||
+                    game.loc == LOC_AWKWARD ||
+                    game.loc == LOC_BIRD ||
+                    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;
+            }
 
-    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));
+            /* 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;
 }
 
+
 static bool do_command()
 /* Get and execute a command */
 {
-    static struct command_t command;
-    char word1[TOKLEN + 1];
-
-    command.verb = 0;
+    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) {
@@ -1049,6 +1118,9 @@ static bool do_command()
     /*  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;
@@ -1077,155 +1149,104 @@ static bool do_command()
             rspeak(SAYS_PLUGH);
 
         listobjects();
+        clear_command(&command);
 
-Lclearobj:
-        game.oldobj = command.obj;
+        do {
+            // Get pre-processed command input from user
+            command_given = get_preprocessed_command_input(&command);
+            if (!command_given)
+                return game.closed;
 
-        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);
-            }
-        }
-        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;
-
-Lclosecheck:
-        ++game.turns;
-
-        if (closecheck()) {
-            if (game.closed)
-                return true;
-        } else
-            lampcheck();
+            // loop until all words in command are procesed
+            do {
+                // assume all words in command are processed, until proven otherwise
+                command_executed = true;
 
-        if (command.id1 == ENTER && (command.id2 == STREAM ||
-                                     command.id2 == WATER)) {
-            if (LIQLOC(game.loc) == WATER)
-                rspeak(FEET_WET);
-            else
-                rspeak(WHERE_QUERY);
+                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;
+                }
 
-            goto Lclearobj;
-        }
-        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 {
-            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 (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");
-             }
-        }
-Lookup:
-        if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) {
-            if (++game.iwest == 10)
-                rspeak(W_IS_WEST);
-        }
-        if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && !wordempty(command.wd2)) {
-            if (++game.igo == 10)
-                rspeak(GO_UNNEEDED);
-        }
-        packed_to_token(command.wd1, word1);
-       long defn;
-       enum wordtype type;
-       get_vocab_metadata(word1, &defn, &type);
-        if (command.id1 == WORD_NOT_FOUND) {
-            if (fallback_handler(command))
-                continue;
-            /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.raw1);
-            goto Lclearobj;
-        }
-        switch (type) {
-        case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
-        case MOTION:
-            playermove(defn);
-            return true;
-        case OBJECT:
-            command.part = unknown;
-            command.obj = defn;
-            break;
-        case ACTION:
-            command.part = intransitive;
-            command.verb = defn;
-            break;
-        case SPECIAL:
-            speak(specials[defn].message);
-            goto Lclearobj;
-        default:
-            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
-        }
+                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
+                }
 
-        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_CHECKFOO:
-            goto Lclosecheck;
-        case GO_LOOKUP:
-            goto Lookup;
-        case GO_WORD2:
-            /* Get second word for analysis. */
-           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 Lookup;
-        case GO_UNKNOWN:
-            /*  Random intransitive verbs come here.  Clear obj just in case
-             *  (see attack()). */
-            command.raw1[0] = toupper(command.raw1[0]);
-            sspeak(DO_WHAT, command.raw1);
-            command.obj = 0;
-        // Fallthrough
-        case GO_CHECKHINT: // Fallthrough
-        case GO_CLEAROBJ:
-            goto Lclearobj;
-        case GO_DWARFWAKE:
-            /*  Oh dear, he's disturbed the dwarves. */
-            rspeak(DWARVES_AWAKEN);
-            terminate(endgame);
-        default:
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // 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");
+#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
+                    }
+                }
+            } while (!command_executed);
+        } while (!command_given);
     }
 }