Major cleanups. Pre-process loop back in main loop, pre-processing abstracted into...
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index f2e107515a70d212a678a7f47757746d7c01562c..1c1c6c4385299a0e7986fd2c91751d666dfb6761 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:
@@ -221,6 +211,8 @@ static void checkhints(void)
             }
         }
     }
+
+
 }
 
 static bool spotted_by_pirate(int i)
@@ -457,10 +449,11 @@ 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;
@@ -504,7 +497,6 @@ 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)
 {
     int scratchloc, travel_entry = tkey[game.loc];
@@ -693,14 +685,16 @@ 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
@@ -714,7 +708,7 @@ 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);
@@ -748,6 +742,50 @@ 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
@@ -815,7 +853,7 @@ 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) {
@@ -864,56 +902,13 @@ 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
@@ -960,15 +955,108 @@ static void listobjects(void)
                 kk = (game.loc == game.fixed[STEPS])
                      ? STEPS_UP
                      : STEPS_DOWN;
-            pspeak(obj, look, kk, true);
+            pspeak(obj, look, true, kk);
+        }
+    }
+}
+
+void clear_command(command_t *cmd)
+{
+    cmd->verb = ACT_NULL;
+    game.oldobj = cmd->obj;
+    cmd->obj = NO_OBJECT;
+}
+
+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. */
+{
+    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 ||
+                    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;
+            }
         }
+
+        return true;
     }
+    return false;
 }
 
 static bool do_command()
 /* Get and execute a command */
 {
     static command_t command;
+    bool command_given = false;
+    bool command_executed = false;
 
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
@@ -998,7 +1086,6 @@ static bool do_command()
         croak();
 
     /*  Describe the current location and (maybe) get next command. */
-
     for (;;) {
         if (game.loc == 0)
             croak();
@@ -1028,187 +1115,123 @@ static bool do_command()
             rspeak(SAYS_PLUGH);
 
         listobjects();
+        clear_command(&command);
 
-Lclearobj:
-        game.oldobj = command.obj;
-
-        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;
-
-       /* 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;
-
-#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
+        // Keep getting commands from user until valid command is both given and executed.
+        do {
+            // 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();
 
-       /* 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.wzdark = DARK(game.loc);
+                if (game.knfloc > 0 && game.knfloc != game.loc)
+                    game.knfloc = 0;
 
-#ifdef BROKEN
-       /* Handling of actionless object followed by objectless action */
-       if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
-           command.obj = preserve.obj;
-#endif
+                // Get command input from user
+                if (!get_command_input(&command))
+                    return false;
 
-       ++game.turns;
+                ++game.turns;
+            } while ( !preprocess_command(&command));
+            command_given = true;
 
-        if (closecheck()) {
-            if (game.closed)
+            // check if game is closed
+            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);
 
-            goto Lclearobj;
-        }
-
-        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;
+           // 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;
                 }
-                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;
+
+                // Give user hints of shortcuts
+                if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
+                    if (++game.iwest == 10)
+                        rspeak(W_IS_WEST);
                 }
-            }
-            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 (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 == 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;
-           }
-        }
 
-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;
-            break;
-        case ACTION:
-            if(command.word[1].type == NUMERIC) 
-                command.part = transitive;
-            else
-                command.part = intransitive;
-            command.verb = command.word[0].id;
-            break;
-        case NUMERIC: // LCOV_EXCL_LINE
-        default: // LCOV_EXCL_LINE
-            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;
+                        continue;
+                    }
+                    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_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;
-            goto Lookup;
-        case GO_UNKNOWN:
-            /*  Random intransitive verbs come here.  Clear obj just in case
-             *  (see attack()). */
-            command.word[0].raw[0] = toupper(command.word[0].raw[0]);
-            sspeak(DO_WHAT, command.word[0].raw);
-            command.obj = 0;
-        // Fallthrough
-        case GO_CHECKHINT: // Fallthrough
-        case GO_CLEAROBJ:
-            goto Lclearobj;
-        case GO_DWARFWAKE:
-            /*  Oh dear, he's disturbed the dwarves. */
-            rspeak(DWARVES_AWAKEN);
-            terminate(endgame);
-        default: // LCOV_EXCL_LINE
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
-        }
+                    /* Get second word for analysis. */
+                    command.word[0] = command.word[1];
+                    command.word[1] = empty_command_word;
+                    command_executed = false;
+                    break;
+                case GO_UNKNOWN:
+                    /*  Random intransitive verbs come here.  Clear obj just in case
+                     *  (see attack()). */
+                    command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+                    sspeak(DO_WHAT, command.word[0].raw);
+                    command.obj = 0;
+                    command_given = false;
+                    break;
+                case GO_DWARFWAKE:
+                    /*  Oh dear, he's disturbed the dwarves. */
+                    rspeak(DWARVES_AWAKEN);
+                    terminate(endgame);
+                default: // LCOV_EXCL_LINE
+                    BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+                }
+            } while (!command_executed);
+        } while (!command_given);
     }
 }