Commenting and cleanups
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index db27b16a6a8496726e6db9298e06fcbc4985e70b..5bf7d9522a57e8d4c360a12791f3388c2fb0164f 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>
@@ -49,6 +40,7 @@ static void sig_handler(int signo)
  */
 
 static bool do_command(void);
+static bool do_move(void);
 
 int main(int argc, char *argv[])
 {
@@ -85,7 +77,6 @@ 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:
@@ -126,6 +117,11 @@ int main(int argc, char *argv[])
 
     /* interpret commands until EOF or interrupt */
     for (;;) {
+        // if we're supposed to move, move
+        if (!do_move())
+            continue;
+
+        // get command
         if (!do_command())
             break;
     }
@@ -133,23 +129,6 @@ 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 +202,8 @@ 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 */
@@ -315,7 +293,7 @@ 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 +426,7 @@ 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;
@@ -475,22 +453,28 @@ 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. */
 {
     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 (game.numdie == NDEATHS ||
-               !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+    } 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;
@@ -505,7 +489,30 @@ static void croak(void)
     }
 }
 
-static bool traveleq(long a, long b)
+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? */
 {
     return (travel[a].condtype == travel[b].condtype)
@@ -522,8 +529,7 @@ static bool traveleq(long a, long 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;
@@ -540,40 +546,39 @@ 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
@@ -668,7 +673,7 @@ 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
@@ -712,14 +717,16 @@ 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
@@ -733,9 +740,9 @@ 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);
+                        DESTROY(TROLL2);
                         move(TROLL2 + NOBJECTS, IS_FREE);
                         move(TROLL, objects[TROLL].plac);
                         move(TROLL + NOBJECTS, objects[TROLL].fixd);
@@ -757,7 +764,7 @@ 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
                 }
             }
@@ -767,6 +774,50 @@ 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
@@ -820,7 +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);
@@ -834,7 +885,7 @@ 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) {
@@ -883,50 +934,13 @@ 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.  Eve 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;
-            if (TOTING(BATTERY))
-                drop(BATTERY, game.loc);
-            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
@@ -939,7 +953,7 @@ 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))
@@ -973,53 +987,87 @@ 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)
+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. */
 {
-    char inputbuf[LINESIZE];
-    char word1[TOKLEN + 1];
-    char word2[TOKLEN + 1];
-    char* input;
+    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;
+            }
 
-    for (;;) {
-        input = get_input();
-        if (input == NULL)
-            return false;
-        if (word_count(input) > 2) {
-            rspeak(TWO_WORDS);
-            free(input);
-            continue;
+            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;
+            }
         }
-        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);
-    get_vocab_metadata(word1, &(command->id1), &(command->type1));
-    get_vocab_metadata(word2, &(command->id2), &(command->type2));
-
-    return true;
+        /* 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 struct command_t command;
-    char word1[TOKLEN + 1];
-
-    command.verb = 0;
-
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
@@ -1047,169 +1095,176 @@ static bool do_command()
     if (!dwarfmove())
         croak();
 
-    /*  Describe the current location and (maybe) get next command. */
+    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();
 
-    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 (FORCED(game.loc)) {
             playermove(HERE);
             return true;
         }
-        if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
-            rspeak(SAYS_PLUGH);
 
         listobjects();
 
-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);
+        /* 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);
+                }
             }
-        }
-        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;
+            /* 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;
+
+            /* 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 */
+                if (!get_command_input(&command))
+                    return false;
 
-Lclosecheck:
-        ++game.turns;
+                ++game.turns;
+                preprocess_command(&command);
+            }
 
-        if (closecheck()) {
-            if (game.closed)
+            /* check if game is closed, and exit if it is */
+            if (closecheck() ) 
                 return true;
-        } else
-            lampcheck();
 
-        if (command.id1 == ENTER && (command.id2 == STREAM ||
-                                     command.id2 == WATER)) {
-            if (LIQLOC(game.loc) == WATER)
-                rspeak(FEET_WET);
-            else
-                rspeak(WHERE_QUERY);
+            /* loop until all words in command are procesed */
+            while (command.state == PREPROCESSED ) {
+                command.state = PROCESSING;
 
-            goto Lclearobj;
-        }
-        if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
-            command.id1 = command.id2;
-            command.id2 = WORD_EMPTY;
-        } else {
-            if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
-                if (AT(command.id2))
-                    command.wd2 = token_to_packed("POUR");
-            }
-            if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
-                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 (defn == 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
-        }
+                if (command.word[0].id == WORD_NOT_FOUND) {
+                    /* Gee, I don't understand. */
+                    sspeak(DONT_KNOW, command.word[0].raw);
+                    clear_command(&command);
+                    continue;
+                }
 
-        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.wd1 = command.wd2;
-            strncpy(command.raw1, command.raw2, LINESIZE - 1);
-            wordclear(&command.wd2);
-            command.raw2[0] = '\0';
-            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
-        }
-    }
+                /* Give user hints of shortcuts */
+                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);
+                }
+
+                switch (command.word[0].type) {
+                case MOTION:
+                    playermove(command.word[0].id);
+                    command.state = EXECUTED;
+                    continue;
+                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);
+                        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:
+                    command.state = EXECUTED;
+                    break;
+                case GO_MOVE:
+                    playermove(NUL);
+                    command.state = EXECUTED;
+                    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.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 = 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 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 */