Handle a bare numeric token on the command line a bit more gracefully.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 5a9c7c396df492eba7f5324333a2bc0e26455fb7..198a4ccb55868c4505fd9dfb8252392bd0fcd664 100644 (file)
--- a/main.c
+++ b/main.c
@@ -9,9 +9,12 @@
  * 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*),
- * and for the offensive globals.  Applying the Structured Program
- * Theorem can be hard.
+ * 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>
@@ -86,7 +89,6 @@ 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:
@@ -134,23 +136,6 @@ 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). */
@@ -224,9 +209,8 @@ 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 */
@@ -247,12 +231,12 @@ static bool spotted_by_pirate(int i)
     if (i != PIRATE)
         return false;
 
-    /*  The pirate's spotted him.  He leaves him alone once we've
+    /*  The pirate's spotted him.  Pirate leaves him alone once we've
      *  found chest.  K counts if a treasure is here.  If not, and
      *  tally=1 for an unseen chest, let the pirate be spotted.  Note
      *  that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
      *  it to the troll, but in that case he's seen the chest
-     *  (game.prop=0). */
+     *  (game.prop[CHEST] == STATE_FOUND). */
     if (game.loc == game.chloc ||
         game.prop[CHEST] != STATE_NOTFOUND)
         return true;
@@ -316,21 +300,20 @@ 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
      *  very different except for motion rules. */
 
-    /*  First off, don't let the dwarves follow him into a pit or
-     *  a wall.  Activate the whole mess the first time he gets as
-     *  far as the hall of mists (loc 15).  If game.newloc is
-     *  forbidden to pirate (in particular, if it's beyond the
+    /*  First off, don't let the dwarves follow him into a pit or a
+     *  wall.  Activate the whole mess the first time he gets as far
+     *  as the Hall of Mists (what INDEEP() tests).  If game.newloc
+     *  is forbidden to pirate (in particular, if it's beyond the
      *  troll bridge), bypass dwarf stuff.  That way pirate can't
      *  steal return toll, and dwarves can't meet the bear.  Also
      *  means dwarves won't follow him into dead end in maze, but
-     *  c'est la vie.  They'll wait for him outside the dead
-     *  end. */
+     *  c'est la vie.  They'll wait for him outside the dead end. */
     if (game.loc == LOC_NOWHERE ||
         FORCED(game.loc) ||
         CNDBIT(game.newloc, COND_NOARRR))
@@ -344,7 +327,7 @@ static bool dwarfmove(void)
     }
 
     /*  When we encounter the first dwarf, we kill 0, 1, or 2 of
-     *  the 5 dwarves.  If any of the survivors is at loc,
+     *  the 5 dwarves.  If any of the survivors is at game.loc,
      *  replace him with the alternate. */
     if (game.dflag == 1) {
         if (!INDEEP(game.loc) ||
@@ -399,7 +382,8 @@ static bool dwarfmove(void)
                 else if (j > 1 && game.newloc == tk[j - 1])
                     continue;
                 else if (j >= DIM(tk) - 1)
-                    continue;
+                    /* This can't actually happen. */
+                    continue; // LCOV_EXCL_LINE
                 else if (game.newloc == game.dloc[i])
                     continue;
                 else if (FORCED(game.newloc))
@@ -449,7 +433,7 @@ 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;
@@ -480,6 +464,8 @@ 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;
     const char* query = obituaries[game.numdie].query;
     const char* yes_response = obituaries[game.numdie].yes_response;
     ++game.numdie;
@@ -488,8 +474,8 @@ static void croak(void)
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if (game.numdie == NDEATHS ||
-               !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+    } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
+                || game.numdie == NDEATHS)
         terminate(endgame);
     else {
         game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
@@ -506,7 +492,7 @@ 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)
@@ -541,40 +527,39 @@ static void playermove( int motion)
             motion = game.oldlc2;
         game.oldlc2 = game.oldloc;
         game.oldloc = game.loc;
-        int spk = 0;
-        if (motion == game.loc)
-            spk = FORGOT_PATH;
-        if (CNDBIT(game.loc, COND_NOBACK))
-            spk = TWIST_TURN;
-        if (spk == 0) {
-            int te_tmp = 0;
-            for (;;) {
-                enum desttype_t desttype = travel[travel_entry].desttype;
-                scratchloc = travel[travel_entry].destval;
-                if (desttype != dest_goto || scratchloc != motion) {
-                    if (desttype == dest_goto) {
-                        if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
-                            te_tmp = travel_entry;
-                    }
-                    if (!travel[travel_entry].stop) {
-                        ++travel_entry;        /* go to next travel entry for this location */
-                        continue;
-                    }
-                    /* we've reached the end of travel entries for game.loc */
-                    travel_entry = te_tmp;
-                    if (travel_entry == 0) {
-                        rspeak(NOT_CONNECTED);
-                        return;
-                    }
-                }
+        if (CNDBIT(game.loc, COND_NOBACK)) {
+            rspeak(TWIST_TURN);
+            return;
+        }
+        if (motion == game.loc) {
+            rspeak(FORGOT_PATH);
+            return;
+        }
 
-                motion = travel[travel_entry].motion;
-                travel_entry = tkey[game.loc];
-                break; /* fall through to ordinary travel */
+        int te_tmp = 0;
+        for (;;) {
+            enum desttype_t desttype = travel[travel_entry].desttype;
+            scratchloc = travel[travel_entry].destval;
+            if (desttype != dest_goto || scratchloc != motion) {
+                if (desttype == dest_goto) {
+                    if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion)
+                        te_tmp = travel_entry;
+                }
+                if (!travel[travel_entry].stop) {
+                    ++travel_entry;    /* go to next travel entry for this location */
+                    continue;
+                }
+                /* we've reached the end of travel entries for game.loc */
+                travel_entry = te_tmp;
+                if (travel_entry == 0) {
+                    rspeak(NOT_CONNECTED);
+                    return;
+                }
             }
-        } else {
-            rspeak(spk);
-            return;
+
+            motion = travel[travel_entry].motion;
+            travel_entry = tkey[game.loc];
+            break; /* fall through to ordinary travel */
         }
     } else if (motion == LOOK) {
         /*  Look.  Can't give more detail.  Pretend it wasn't dark
@@ -645,7 +630,6 @@ static void playermove( int motion)
     /* (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. */
-    /* FIXME: Magic numbers related to move opcodes */
     do {
         for (;;) { /* L12 loop */
             for (;;) {
@@ -670,7 +654,7 @@ 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
@@ -714,14 +698,16 @@ 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
@@ -729,10 +715,11 @@ static void playermove( int motion)
                      * wander across and encounter the bear.  (They
                      * won't follow the player there because that
                      * region is forbidden to the pirate.)  If
-                     * game.prop(TROLL)=1, he's crossed since paying,
-                     * so step out and block him.  (standard travel
-                     * entries check for game.prop(TROLL)=0.)  Special
-                     * stuff for bear. */
+                     * game.prop[TROLL]=TROLL_PAIDONCE, he's crossed
+                     * since paying, so step out and block him.
+                     * (standard travel entries check for
+                     * game.prop[TROLL]=TROLL_UNPAID.)  Special stuff
+                     * for bear. */
                     if (game.prop[TROLL] == TROLL_PAIDONCE) {
                         pspeak(TROLL, look, TROLL_PAIDONCE, true);
                         game.prop[TROLL] = TROLL_UNPAID;
@@ -758,7 +745,7 @@ 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
                 }
             }
@@ -900,14 +887,20 @@ 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)) {
@@ -940,7 +933,7 @@ 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))
@@ -979,48 +972,10 @@ static void listobjects(void)
     }
 }
 
-static bool get_command_input(struct command_t *command)
-{
-    char inputbuf[LINESIZE];
-    char word1[TOKLEN + 1];
-    char word2[TOKLEN + 1];
-    char* input;
-
-    for (;;) {
-        input = get_input();
-        if (input == NULL)
-            return false;
-        if (word_count(input) > 2) {
-            rspeak(TWO_WORDS);
-            free(input);
-            continue;
-        }
-        if (strcmp(input, "") != 0)
-            break;
-        free(input);
-    }
-
-    strncpy(inputbuf, input, LINESIZE - 1);
-    free(input);
-
-    tokenize(inputbuf, command);
-
-    packed_to_token(command->wd1, word1);
-    packed_to_token(command->wd2, word2);
-    command->id1 = get_vocab_id(word1);
-    command->id2 = get_vocab_id(word2);
-    
-    return true;
-}
-
 static bool do_command()
 /* Get and execute a command */
 {
-    long kmod, defn;
-    static struct command_t command;
-    char word1[TOKLEN + 1];
-
-    command.verb = 0;
+    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) {
@@ -1101,12 +1056,43 @@ Lclearobj:
         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)) 
+        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;
+
+#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()) {
@@ -1115,68 +1101,92 @@ Lclosecheck:
         } else
             lampcheck();
 
-        if (command.id1 == ENTER && (command.id2 == STREAM ||
-                                     command.id2 == PROMOTE_WORD(WATER))) {
-            if (LIQLOC(game.loc) == 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;
         }
-        if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
-            command.id1 = command.id2;
-            command.id2 = WORD_EMPTY;
-        } else {
-            /* FIXME: Magic numbers related to vocabulary */
-            if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
-                  (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
-                if (AT(DEMOTE_WORD(command.id2)))
-                    command.wd2 = token_to_packed("POUR");
+
+        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 ||
+                    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;
+            }
+
+            /* 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.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
-                command.wd1 = token_to_packed("CATCH");
         }
+
 Lookup:
-        if (wordeq(command.wd1, token_to_packed("WEST"))) {
+        if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
             if (++game.iwest == 10)
                 rspeak(W_IS_WEST);
         }
-        if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
+        if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
             if (++game.igo == 10)
                 rspeak(GO_UNNEEDED);
         }
-        packed_to_token(command.wd1, word1);
-        defn = get_vocab_id(word1);
-        if (defn == WORD_NOT_FOUND) {
-            if (fallback_handler(command))
-                continue;
+        if (command.word[0].id == WORD_NOT_FOUND) {
             /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.raw1);
+            sspeak(DONT_KNOW, command.word[0].raw);
             goto Lclearobj;
         }
-        /* FIXME: magic numbers related to vocabulary */
-        kmod = MOD(defn, 1000);
-        switch (defn / 1000) {
-        case 0:
-            playermove(kmod);
+        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 1:
+        case OBJECT:
             command.part = unknown;
-            command.obj = kmod;
+            command.obj = command.word[0].id;
             break;
-        case 2:
-            command.part = intransitive;
-            command.verb = kmod;
+        case ACTION:
+            if (command.word[1].type == NUMERIC)
+                command.part = transitive;
+            else
+                command.part = intransitive;
+            command.verb = command.word[0].id;
             break;
-        case 3:
-            speak(specials[kmod].message);
-            goto Lclearobj;
-        default:
+        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)) {
+        switch (action(command)) {
         case GO_TERMINATE:
             return true;
         case GO_MOVE:
@@ -1184,32 +1194,28 @@ Lookup:
             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:
+#ifdef GDEBUG
+            printf("Word shift\n");
+#endif /* GDEBUG */
             /* Get second word for analysis. */
-            command.wd1 = command.wd2;
-            strncpy(command.raw1, command.raw2, LINESIZE - 1);
-            wordclear(&command.wd2);
-            command.raw2[0] = '\0';
+            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.raw1[0] = toupper(command.raw1[0]);
-            sspeak(DO_WHAT, command.raw1);
+            command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+            sspeak(DO_WHAT, command.word[0].raw);
             command.obj = 0;
-            // Fallthrough
-        case GO_CHECKHINT: // Fallthrough
+        // Fallthrough
         case GO_CLEAROBJ:
             goto Lclearobj;
         case GO_DWARFWAKE:
             /*  Oh dear, he's disturbed the dwarves. */
             rspeak(DWARVES_AWAKEN);
             terminate(endgame);
-        default:
+        default: // LCOV_EXCL_LINE
             BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
         }
     }