Documentation polishing.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 1c1c6c4385299a0e7986fd2c91751d666dfb6761..2840f438cd395812ee2650ee24d7cc0b659a6ec3 100644 (file)
--- a/main.c
+++ b/main.c
@@ -40,6 +40,7 @@ static void sig_handler(int signo)
  */
 
 static bool do_command(void);
+static bool do_move(void);
 
 int main(int argc, char *argv[])
 {
@@ -95,7 +96,7 @@ int main(int argc, char *argv[])
     }
 
     /*  Initialize game variables */
-    long seedval = initialise();
+    int seedval = initialise();
 
 #ifndef ADVENT_NOSAVE
     if (!rfp) {
@@ -112,10 +113,15 @@ int main(int argc, char *argv[])
 #endif
 
     if (settings.logfp)
-        fprintf(settings.logfp, "seed %ld\n", seedval);
+        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;
     }
@@ -123,7 +129,7 @@ int main(int argc, char *argv[])
     terminate(quitgame);
 }
 
-/*  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)
@@ -135,7 +141,7 @@ 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;
@@ -211,8 +217,6 @@ static void checkhints(void)
             }
         }
     }
-
-
 }
 
 static bool spotted_by_pirate(int i)
@@ -452,20 +456,25 @@ 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;
+
     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(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;
@@ -480,6 +489,29 @@ 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? */
 {
@@ -497,7 +529,7 @@ 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;
@@ -621,8 +653,8 @@ 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) {
@@ -710,7 +742,7 @@ static void playermove( int motion)
                     if (game.prop[TROLL] == TROLL_PAIDONCE) {
                         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);
@@ -839,7 +871,7 @@ 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);
@@ -960,29 +992,6 @@ static void listobjects(void)
     }
 }
 
-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": 
@@ -1046,18 +1055,19 @@ bool preprocess_command(command_t *command)
             }
         }
 
+        /* 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_command()
-/* Get and execute a command */
+static bool do_move(void) 
+/* Actually execute the move to the new location and dwarf movement */
 {
-    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) {
         rspeak(EXIT_CLOSED);
@@ -1085,76 +1095,92 @@ static bool do_command()
     if (!dwarfmove())
         croak();
 
-    /*  Describe the current location and (maybe) get next command. */
-    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 (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(35)) { // FIXME: magic number
+        rspeak(PIT_FALL);
+        game.oldlc2 = game.loc;
+        croak();
+        return false;
+    }
+
+    return true;
+}
+
+static bool do_command()
+/* 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();
+
         if (FORCED(game.loc)) {
             playermove(HERE);
             return true;
         }
-        if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
-            rspeak(SAYS_PLUGH);
 
         listobjects();
+
+        /* 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);
+                }
+            }
 
-        // 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();
+            /* 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;
 
-                game.wzdark = DARK(game.loc);
-                if (game.knfloc > 0 && game.knfloc != game.loc)
-                    game.knfloc = 0;
+            /* 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
+                /* Get command input from user */
                 if (!get_command_input(&command))
                     return false;
 
                 ++game.turns;
-            } while ( !preprocess_command(&command));
-            command_given = true;
+                preprocess_command(&command);
+            }
 
-            // check if game is closed
+            /* check if game is closed, and exit if it is */
             if (closecheck() ) 
                 return true;
 
-           // loop until all words in command are procesed
-            do {
-                // assume all words in command are processed, until proven otherwise
-                command_executed = true;
+            /* loop until all words in command are procesed */
+            while (command.state == PREPROCESSED ) {
+                command.state = PROCESSING;
 
                 if (command.word[0].id == WORD_NOT_FOUND) {
                     /* Gee, I don't understand. */
                     sspeak(DONT_KNOW, command.word[0].raw);
                     clear_command(&command);
-                    command_given = false;
                     continue;
                 }
 
-                // Give user hints of shortcuts
+                /* Give user hints of shortcuts */
                 if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
                     if (++game.iwest == 10)
                         rspeak(W_IS_WEST);
@@ -1165,10 +1191,10 @@ static bool do_command()
                 }
 
                 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;
+                    command.state = EXECUTED;
+                    continue;
                 case OBJECT:
                     command.part = unknown;
                     command.obj = command.word[0].id;
@@ -1184,7 +1210,6 @@ static bool do_command()
                     if (!settings.oldstyle) {
                         sspeak(DONT_KNOW, command.word[0].raw);
                         clear_command(&command);
-                        command_given = false;
                         continue;
                     }
                     break;
@@ -1194,17 +1219,11 @@ static bool do_command()
 
                 switch (action(command)) {
                 case GO_TERMINATE:
-                    return true;
+                    command.state = EXECUTED;
+                    break;
                 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;
+                    command.state = EXECUTED;
                     break;
                 case GO_WORD2:
 #ifdef GDEBUG
@@ -1213,26 +1232,39 @@ static bool do_command()
                     /* Get second word for analysis. */
                     command.word[0] = command.word[1];
                     command.word[1] = empty_command_word;
-                    command_executed = false;
+                    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 = 0;
-                    command_given = false;
+                    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
                 }
-            } while (!command_executed);
-        } while (!command_given);
-    }
+            } /* while command has nob been fully processed */
+        } /* while command is not yet given */
+    } /* while command is not executed */
+
+    /* command completely executed; we return true. */
+    return true;
 }
 
 /* end */