Test coverage -- fix regression
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index c5dc311d0e7cf7a6b4e32107ec482a3d57afdc4e..4ebe719b646947b0cb1e6d423559d8230a94e168 100644 (file)
--- a/main.c
+++ b/main.c
@@ -23,7 +23,7 @@
 #include <string.h>
 #include "advent.h"
 #include "linenoise/linenoise.h"
-#include "newdb.h"
+#include "dungeon.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
@@ -53,7 +53,7 @@ static void sig_handler(int signo)
  * MAIN PROGRAM
  *
  *  Adventure (rev 2: 20 treasures)
- *
+Here's what we think. *
  *  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
@@ -170,7 +170,7 @@ static bool fallback_handler(char *buf)
         // autogenerated, so don't charge user time for it.
         --game.turns;
         // here we reconfigure any global game state that uses random numbers
-       make_zzword(game.zzword);
+        make_zzword(game.zzword);
         return true;
     }
     return false;
@@ -283,8 +283,8 @@ static bool spotted_by_pirate(int i)
     int snarfed = 0;
     bool movechest = false, robplayer = false;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-       if (!objects[treasure].is_treasure)
-           continue;
+        if (!objects[treasure].is_treasure)
+            continue;
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
         if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
@@ -318,9 +318,9 @@ static bool spotted_by_pirate(int i)
     }
     if (robplayer) {
         rspeak(PIRATE_POUNCES);
-       for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-           if (!objects[treasure].is_treasure)
-               continue;
+        for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+            if (!objects[treasure].is_treasure)
+                continue;
             if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
                 if (AT(treasure) && game.fixed[treasure] == 0)
                     carry(treasure, game.loc);
@@ -401,7 +401,7 @@ static bool dwarfmove(void)
         kk = tkey[game.dloc[i]];
         if (kk != 0)
             do {
-               game.newloc = T_DESTINATION(travel[kk]);
+                game.newloc = T_DESTINATION(travel[kk]);
                 /* Have we avoided a dwarf encounter? */
                 bool avoided = (SPECIAL(game.newloc) ||
                                 !INDEEP(game.newloc) ||
@@ -417,7 +417,7 @@ static bool dwarfmove(void)
                 }
                 ++kk;
             } while
-               (!travel[kk - 1].stop);
+            (!travel[kk - 1].stop);
         tk[j] = game.odloc[i];
         if (j >= 2)
             --j;
@@ -425,7 +425,8 @@ static bool dwarfmove(void)
         game.odloc[i] = game.dloc[i];
         game.dloc[i] = tk[j];
         game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
-        if (!game.dseen[i]) continue;
+        if (!game.dseen[i])
+            continue;
         game.dloc[i] = game.loc;
         if (spotted_by_pirate(i))
             continue;
@@ -448,7 +449,8 @@ static bool dwarfmove(void)
     rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
     if (attack == 0)
         return true;
-    if (game.dflag == 2)game.dflag = 3;
+    if (game.dflag == 2)
+        game.dflag = 3;
     if (attack > 1) {
         rspeak(THROWN_KNIVES, attack);
         rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
@@ -467,19 +469,19 @@ static bool dwarfmove(void)
  *  If the current loc is zero, it means the clown got himself killed.
  *  We'll allow this maxdie times.  NDEATHS is automatically set based
  *  on the number of snide messages available.  Each death results in
- *  a message (81, 83, etc.)  which offers reincarnation; if accepted,
- *  this results in message 82, 84, etc.  The last time, if he wants
- *  another chance, he gets a snide remark as we exit.  When
- *  reincarnated, all objects being carried get dropped at game.oldlc2
- *  (presumably the last place prior to being killed) without change
- *  of props.  the loop runs backwards to assure that the bird is
- *  dropped before the cage.  (this kluge could be changed once we're
- *  sure all references to bird and cage are done by keywords.)  The
- *  lamp is a special case (it wouldn't do to leave it in the cave).
- *  It is turned off and left outside the building (only if he was
- *  carrying it, of course).  He himself is left inside the 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
+ *  a message (obituaries[n]) which offers reincarnation; if accepted,
+ *  this results in message obituaries[0], obituaries[2], etc.  The
+ *  last time, if he wants another chance, he gets a snide remark as
+ *  we exit.  When reincarnated, all objects being carried get dropped
+ *  at game.oldlc2 (presumably the last place prior to being killed)
+ *  without change of props.  The loop runs backwards to assure that
+ *  the bird is dropped before the cage.  (This kluge could be changed
+ *  once we're sure all references to bird and cage are done by
+ *  keywords.)  The lamp is a special case (it wouldn't do to leave it
+ *  in the cave). It is turned off and left outside the building (only
+ *  if he was carrying it, of course).  He himself is left inside the
+ *  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)
@@ -521,50 +523,53 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = tkey[game.loc];
+    int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
-    if (kk == 0)
+    if (travel_entry == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
         return true;
     else if (motion == BACK) {
         /*  Handle "go back".  Look for verb which goes from game.loc to
          *  game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
-         *  k2 saves entry -> forced loc -> previous loc. */
+         *  te_tmp saves entry -> forced loc -> previous loc. */
         motion = game.oldloc;
         if (FORCED(motion))
             motion = game.oldlc2;
         game.oldlc2 = game.oldloc;
         game.oldloc = game.loc;
-        k2 = 0;
-        if (motion == game.loc)k2 = FORGOT_PATH;
-        if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
-        if (k2 == 0) {
+        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 (;;) {
-                scratchloc = T_DESTINATION(travel[kk]);
+                scratchloc = T_DESTINATION(travel[travel_entry]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
                         if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
-                            k2 = kk;
+                            te_tmp = travel_entry;
                     }
-                    if (!travel[kk].stop) {
-                        ++kk;  /* go to next travel entry for this location */
+                    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 */
-                   kk = k2;
-                    if (kk == 0) {
+                    /* we've reached the end of travel entries for game.loc */
+                    travel_entry = te_tmp;
+                    if (travel_entry == 0) {
                         rspeak(NOT_CONNECTED);
                         return true;
                     }
                 }
 
-                motion = travel[kk].motion;
-                kk = tkey[game.loc];
+                motion = travel[travel_entry].motion;
+                travel_entry = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
-            rspeak(k2);
+            rspeak(spk);
             return true;
         }
     } else if (motion == LOOK) {
@@ -587,27 +592,34 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
     }
 
-    /* Look for a way to fulfil the motion verb passed in - kk indexes
+    /* 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[kk]) || travel[kk].motion == motion)
+        if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
             break;
-        if (travel[kk].stop) {
+        if (travel[travel_entry].stop) {
             /* FIXME: Magic numbers! */
             /*  Couldn't find an entry matching the motion word passed
              *  in.  Various messages depending on word given. */
             int spk = CANT_APPLY;
-            if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION;
-            if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
-            if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
-            if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
-            if (verb == FIND || verb == INVENTORY)spk = NEARBY;
-            if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
-            if (motion == 17)spk = WHICH_WAY;
+            if (motion >= MOT_43 && motion <= MOT_50)
+                spk = BAD_DIRECTION;
+            if (motion == MOT_29 || motion == MOT_30)
+                spk = BAD_DIRECTION;
+            if (motion == MOT_7 || motion == MOT_36 || motion == MOT_37)
+                spk = UNSURE_FACING;
+            if (motion == MOT_11 || motion == MOT_19)
+                spk = NO_INOUT_HERE;
+            if (verb == FIND || verb == INVENTORY)
+                spk = NEARBY;
+            if (motion == MOT_62 || motion == MOT_65)
+                spk = NOTHING_HAPPENS;
+            if (motion == MOT_17)
+                spk = WHICH_WAY;
             rspeak(spk);
             return true;
         }
-        ++kk;
+        ++travel_entry;
     }
 
     /* (ESR) We've found a destination that goes with the motion verb.
@@ -616,46 +628,46 @@ static bool playermove(token_t verb, int motion)
     do {
         for (;;) { /* L12 loop */
             for (;;) {
-                long cond = T_CONDITION(travel[kk]);
+                long cond = T_CONDITION(travel[travel_entry]);
                 long arg = MOD(cond, 100);
                 if (!SPECIAL(cond)) {
-                   /* YAML N and [pct N] conditionals */
+                    /* YAML N and [pct N] conditionals */
                     if (cond <= 100) {
                         if (cond == 0 || PCT(cond))
                             break;
                         /* else fall through */
                     }
-                   /* YAML [with OBJ] clause */
+                    /* YAML [with OBJ] clause */
                     if (TOTING(arg) || (cond > 200 && AT(arg)))
                         break;
                     /* else fall through to check [not OBJ STATE] */
                 } else if (game.prop[arg] != cond / 100 - 3)
                     break;
 
-               /* We arrive here on conditional failure.
-                * Skip to next non-matching destination */
-               long k2 = kk;
-               do {
-                    if (travel[k2].stop)
+                /* We arrive here on conditional failure.
+                 * Skip to next non-matching destination */
+                long te_tmp = travel_entry;
+                do {
+                    if (travel[te_tmp].stop)
                         BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                    ++k2;
+                    ++te_tmp;
                 } while
-                   (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
-               kk = k2;
+                (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                travel_entry = te_tmp;
             }
 
-           /* Found an eligible rule, now execute it */
-            game.newloc = T_DESTINATION(travel[kk]);
+            /* Found an eligible rule, now execute it */
+            game.newloc = T_DESTINATION(travel[travel_entry]);
             if (!SPECIAL(game.newloc))
                 return true;
 
-           if (game.newloc > 500) {
-               /* Execute a speak rule */
-               rspeak(L_SPEAK(game.newloc));
-               game.newloc = game.loc;
-               return true;
-           } else {
-               game.newloc -= SPECIALBASE;
+            if (game.newloc > 500) {
+                /* Execute a speak rule */
+                rspeak(L_SPEAK(game.newloc));
+                game.newloc = game.loc;
+                return true;
+            } else {
+                game.newloc -= SPECIALBASE;
                 switch (game.newloc) {
                 case 1:
                     /* Travel 301.  Plover-alcove passage.  Can carry only
@@ -676,14 +688,14 @@ static bool playermove(token_t verb, int motion)
                      * to get it out.  Having dropped it, go back and
                      * pretend he wasn't carrying it after all. */
                     drop(EMERALD, game.loc);
-                   k2 = kk;
+                    int te_tmp = travel_entry;
                     do {
-                        if (travel[k2].stop)
+                        if (travel[te_tmp].stop)
                             BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                        ++k2;
+                        ++te_tmp;
                     } while
-                       (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
-                    kk = k2;
+                    (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                    travel_entry = te_tmp;
                     continue; /* goto L12 */
                 case 3:
                     /* Travel 303.  Troll bridge.  Must be done only
@@ -696,7 +708,7 @@ static bool playermove(token_t verb, int motion)
                      * entries check for game.prop(TROLL)=0.)  Special
                      * stuff for bear. */
                     if (game.prop[TROLL] == 1) {
-                        pspeak(TROLL,look, 1);
+                        pspeak(TROLL, look, 1);
                         game.prop[TROLL] = 0;
                         move(TROLL2, 0);
                         move(TROLL2 + NOBJECTS, 0);
@@ -707,8 +719,10 @@ static bool playermove(token_t verb, int motion)
                         return true;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
-                        if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
-                        if (!TOTING(BEAR)) return true;
+                        if (game.prop[TROLL] == 0)
+                            game.prop[TROLL] = 1;
+                        if (!TOTING(BEAR))
+                            return true;
                         rspeak(BRIDGE_COLLAPSE);
                         game.prop[CHASM] = 1;
                         game.prop[TROLL] = 2;
@@ -719,8 +733,8 @@ static bool playermove(token_t verb, int motion)
                         croak();
                         return true;
                     }
-               default:
-                   BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                default:
+                    BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
             }
             break; /* Leave L12 loop */
@@ -778,7 +792,7 @@ static bool closecheck(void)
         move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
         if (game.prop[BEAR] != BEAR_DEAD)
-           DESTROY(BEAR);
+            DESTROY(BEAR);
         game.prop[CHAIN] = 0;
         game.fixed[CHAIN] = 0;
         game.prop[AXE] = 0;
@@ -869,9 +883,10 @@ static void lampcheck(void)
         if (!game.lmwarn && HERE(LAMP)) {
             game.lmwarn = true;
             int spk = GET_BATTERIES;
-            if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+            if (game.place[BATTERY] == LOC_NOWHERE)
+                spk = LAMP_DIM;
             if (game.prop[BATTERY] == DEAD_BATTERIES)
-               spk = MISSING_BATTERIES;
+                spk = MISSING_BATTERIES;
             rspeak(spk);
         }
     }
@@ -890,7 +905,8 @@ static void listobjects(void)
         ++game.abbrev[game.loc];
         for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
             long obj = i;
-            if (obj > NOBJECTS)obj = obj - NOBJECTS;
+            if (obj > NOBJECTS)
+                obj = obj - NOBJECTS;
             if (obj == STEPS && TOTING(NUGGET))
                 continue;
             if (game.prop[obj] < 0) {
@@ -936,7 +952,8 @@ static bool do_command()
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
-        if (!game.panic)game.clock2 = PANICTIME;
+        if (!game.panic)
+            game.clock2 = PANICTIME;
         game.panic = true;
     }
 
@@ -977,7 +994,8 @@ static bool do_command()
             }
             msg = arbitrary_messages[PITCH_DARK];
         }
-        if (TOTING(BEAR))rspeak(TAME_BEAR);
+        if (TOTING(BEAR))
+            rspeak(TAME_BEAR);
         speak(msg);
         if (FORCED(game.loc)) {
             if (playermove(command.verb, 1))
@@ -1016,22 +1034,21 @@ L2600:
             game.knfloc = 0;
 
         /* This is where we get a new command from the user */
-       char* input;
-       for (;;) {
-         input = get_input();
-         if (input == NULL)
-           return(false);
-         if (word_count(input) > 2)
-         {
-           rspeak(TWO_WORDS);
-           continue;
-         }
-         if (strcmp(input, "") != 0)
-           break;
-       }
-       long tokens[4];
-       tokenize(input, tokens);
-       command.wd1 = tokens[0];
+        char* input;
+        for (;;) {
+            input = get_input();
+            if (input == NULL)
+                return (false);
+            if (word_count(input) > 2) {
+                rspeak(TWO_WORDS);
+                continue;
+            }
+            if (strcmp(input, "") != 0)
+                break;
+        }
+        long tokens[4];
+        tokenize(input, tokens);
+        command.wd1 = tokens[0];
         command.wd1x = tokens[1];
         command.wd2 = tokens[2];
         command.wd2x = tokens[3];
@@ -1043,16 +1060,14 @@ L2607:
         game.foobar = (game.foobar > 0 ? -game.foobar : 0);
         ++game.turns;
 
-       /* If a turn threshold has been met, apply penalties and tell
-        * the player about it. */
-       for (int i = 0; i < NTHRESHOLDS; ++i)
-         {
-           if (game.turns == turn_thresholds[i].threshold + 1)
-             {
-               game.trnluz += turn_thresholds[i].point_loss;
-               speak(turn_thresholds[i].message);
-             }
-         }
+        /* If a turn threshold has been met, apply penalties and tell
+         * the player about it. */
+        for (int i = 0; i < NTHRESHOLDS; ++i) {
+            if (game.turns == turn_thresholds[i].threshold + 1) {
+                game.trnluz += turn_thresholds[i].point_loss;
+                speak(turn_thresholds[i].message);
+            }
+        }
 
         if (command.verb == SAY && command.wd2 > 0)
             command.verb = 0;
@@ -1066,12 +1081,12 @@ L2607:
         } else
             lampcheck();
 
-       char word1[6];
-       char word2[6];
-       packed_to_token(command.wd1, word1);
-       packed_to_token(command.wd2, word2);
-       V1 = get_vocab_id(word1);
-       V2 = get_vocab_id(word2);
+        char word1[6];
+        char word2[6];
+        packed_to_token(command.wd1, word1);
+        packed_to_token(command.wd2, word2);
+        V1 = get_vocab_id(word1);
+        V2 = get_vocab_id(word2);
         if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
             if (LIQLOC(game.loc) == WATER) {
                 rspeak(FEET_WET);
@@ -1089,10 +1104,10 @@ L2607:
             if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
                   (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
                 if (AT(V2 - 1000))
-                   command.wd2 = token_to_packed("POUR");
+                    command.wd2 = token_to_packed("POUR");
             }
             if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
-               command.wd1 = token_to_packed("CATCH");
+                command.wd1 = token_to_packed("CATCH");
         }
 L2620:
         if (wordeq(command.wd1, token_to_packed("WEST"))) {
@@ -1105,8 +1120,8 @@ L2620:
                 rspeak(GO_UNNEEDED);
         }
 Lookup:
-       packed_to_token(command.wd1, word1);
-       defn = get_vocab_id(word1);
+        packed_to_token(command.wd1, word1);
+        defn = get_vocab_id(word1);
         if (defn == -1) {
             /* Gee, I don't understand. */
             if (fallback_handler(input))
@@ -1172,7 +1187,7 @@ Laction:
         default:
             BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
         }
-       linenoiseFree(input);
+        linenoiseFree(input);
     }
 }