Magic-number elimination.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index d25e43e46d3233a6095b71d60e326e29d532359b..5edcc755389d593929cfac3da0eac26cefb37aa6 100644 (file)
--- a/main.c
+++ b/main.c
@@ -20,6 +20,7 @@
 #include <getopt.h>
 #include <signal.h>
 #include <string.h>
+#include <ctype.h>
 #include "advent.h"
 #include "dungeon.h"
 
@@ -293,7 +294,7 @@ static bool spotted_by_pirate(int i)
                 continue;
             if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
                                           game.loc == objects[EMERALD].plac))) {
-                if (AT(treasure) && game.fixed[treasure] == 0)
+                if (AT(treasure) && game.fixed[treasure] == IS_FREE)
                     carry(treasure, game.loc);
                 if (TOTING(treasure))
                     drop(treasure, game.chloc);
@@ -515,14 +516,14 @@ static bool traveleq(long a, long b)
  *  him, so we need game.oldlc2, which is the last place he was
  *  safe.) */
 
-static bool playermove( int motion)
+static void playermove( int motion)
 {
     int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
     if (travel_entry == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
-        return true;
+        return;
     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.
@@ -554,7 +555,7 @@ static bool playermove( int motion)
                     travel_entry = te_tmp;
                     if (travel_entry == 0) {
                         rspeak(NOT_CONNECTED);
-                        return true;
+                        return;
                     }
                 }
 
@@ -564,7 +565,7 @@ static bool playermove( int motion)
             }
         } else {
             rspeak(spk);
-            return true;
+            return;
         }
     } else if (motion == LOOK) {
         /*  Look.  Can't give more detail.  Pretend it wasn't dark
@@ -575,11 +576,11 @@ static bool playermove( int motion)
         ++game.detail;
         game.wzdark = false;
         game.abbrev[game.loc] = 0;
-        return true;
+        return;
     } else if (motion == CAVE) {
         /*  Cave.  Different messages depending on whether above ground. */
         rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
-        return true;
+        return;
     } else {
         /* none of the specials */
         game.oldlc2 = game.oldloc;
@@ -614,7 +615,7 @@ static bool playermove( int motion)
             if (motion == CRAWL)
                 spk = WHICH_WAY;
             rspeak(spk);
-            return true;
+            return;
         }
         ++travel_entry;
     }
@@ -659,31 +660,32 @@ static bool playermove( int motion)
             /* Found an eligible rule, now execute it */
             game.newloc = travel[travel_entry].dest;
             if (!SPECIAL(game.newloc))
-                return true;
+                return;
 
             if (game.newloc > 500) {
                 /* Execute a speak rule */
                 rspeak(L_SPEAK(game.newloc));
                 game.newloc = game.loc;
-                return true;
+                return;
             } else {
                 game.newloc -= SPECIALBASE;
                 switch (game.newloc) {
                 case 1:
-                    /* Travel 301.  Plover-alcove passage.  Can carry only
+                    /* Special travel 1.  Plover-alcove passage.  Can carry only
                      * emerald.  Note: travel table must include "useless"
                      * entries going through passage, which can never be used
                      * for actual motion, but can be spotted by "go back". */
-                    /* FIXME: Arithmetic on location numbers */
-                    game.newloc = 99 + 100 - game.loc;
+                    game.newloc = (game.loc == LOC_PLOVER)
+                                  ? LOC_ALCOVE
+                                  : LOC_PLOVER;
                     if (game.holdng > 1 ||
                         (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
                         rspeak(MUST_DROP);
                     }
-                    return true;
+                    return;
                 case 2:
-                    /* Travel 302.  Plover transport.  Drop the
+                    /* Special travel 2.  Plover transport.  Drop the
                      * emerald (only use special travel if toting
                      * it), so he's forced to use the plover-passage
                      * to get it out.  Having dropped it, go back and
@@ -699,11 +701,11 @@ static bool playermove( int motion)
                     travel_entry = te_tmp;
                     continue; /* goto L12 */
                 case 3:
-                    /* Travel 303.  Troll bridge.  Must be done only
-                     * as special motion so that dwarves won't wander
-                     * across and encounter the bear.  (They won't
-                     * follow the player there because that region is
-                     * forbidden to the pirate.)  If
+                    /* Special travel 3.  Troll bridge.  Must be done
+                     * only as special motion so that dwarves won't
+                     * wander across and encounter the bear.  (They
+                     * won't follow the player there because that
+                     * region is forbidden to the pirate.)  If
                      * game.prop(TROLL)=1, he's crossed since paying,
                      * so step out and block him.  (standard travel
                      * entries check for game.prop(TROLL)=0.)  Special
@@ -717,22 +719,22 @@ static bool playermove( int motion)
                         move(TROLL + NOBJECTS, objects[TROLL].fixd);
                         juggle(CHASM);
                         game.newloc = game.loc;
-                        return true;
+                        return;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
                         if (game.prop[TROLL] == TROLL_UNPAID)
                             game.prop[TROLL] = TROLL_PAIDONCE;
                         if (!TOTING(BEAR))
-                            return true;
+                            return;
                         rspeak(BRIDGE_COLLAPSE);
                         game.prop[CHASM] = BRIDGE_WRECKED;
                         game.prop[TROLL] = TROLL_GONE;
                         drop(BEAR, game.newloc);
-                        game.fixed[BEAR] = -1;
+                        game.fixed[BEAR] = IS_FIXED;
                         game.prop[BEAR] = BEAR_DEAD;
                         game.oldlc2 = game.newloc;
                         croak();
-                        return true;
+                        return;
                     }
                 default:
                     BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
@@ -764,6 +766,7 @@ static bool closecheck(void)
  *  problems arise from the use of negative prop numbers to suppress
  *  the object descriptions until he's actually moved the objects. */
 {
+    /*  Don't tick game.clock1 unless well into cave (and not at Y2). */
     if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
@@ -795,9 +798,9 @@ static bool closecheck(void)
         if (game.prop[BEAR] != BEAR_DEAD)
             DESTROY(BEAR);
         game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = CHAIN_HEAP;
-        game.prop[AXE] = 0;
-        game.fixed[AXE] = 0;
+        game.fixed[CHAIN] = IS_FREE;
+        game.prop[AXE] = AXE_HERE;
+        game.fixed[AXE] = IS_FREE;
         rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
@@ -913,7 +916,7 @@ static void listobjects(void)
             if (game.prop[obj] < 0) {
                 if (game.closed)
                     continue;
-                game.prop[obj] = 0;
+                game.prop[obj] = STATE_FOUND;
                 if (obj == RUG)
                     game.prop[RUG] = RUG_DRAGON;
                 if (obj == CHAIN)
@@ -935,8 +938,10 @@ static void listobjects(void)
                  *  (so goes the rationalisation). */
             }
             int kk = game.prop[obj];
-            if (obj == STEPS && game.loc == game.fixed[STEPS])
-                kk = 1;
+            if (obj == STEPS)
+                kk = (game.loc == game.fixed[STEPS])
+                     ? STEPS_UP
+                     : STEPS_DOWN;
             pspeak(obj, look, kk, true);
         }
     }
@@ -945,7 +950,6 @@ static void listobjects(void)
 static bool do_command()
 /* Get and execute a command */
 {
-    long V1, V2;
     long kmod, defn;
     static long igo = 0;
     static struct command_t command;
@@ -1002,10 +1006,8 @@ static bool do_command()
             rspeak(TAME_BEAR);
         speak(msg);
         if (FORCED(game.loc)) {
-            if (playermove(HERE))
-                return true;
-            else
-                continue;      /* back to top of main interpreter loop */
+            playermove(HERE);
+            return true;
         }
         if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
             rspeak(SAYS_PLUGH);
@@ -1021,16 +1023,15 @@ L2600:
         checkhints();
 
         /*  If closing time, check for any objects being toted with
-         *  game.prop < 0 and set the prop to -1-game.prop.  This way
-         *  objects won't be described until they've been picked up
-         *  and put down separate from their respective piles.  Don't
-         *  tick game.clock1 unless well into cave (and not at Y2). */
+         *  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] = -1 - game.prop[i];
+                    game.prop[i] = STASHED(i);
             }
         }
         game.wzdark = DARK(game.loc);
@@ -1056,12 +1057,14 @@ L2600:
         strncpy(inputbuf, input, LINESIZE - 1);
         free(input);
 
-        long tokens[4];
-        tokenize(inputbuf, tokens);
-        command.wd1 = tokens[0];
-        command.wd1x = tokens[1];
-        command.wd2 = tokens[2];
-        command.wd2x = tokens[3];
+        tokenize(inputbuf, &command);
+
+        char word1[TOKLEN + 1];
+        char word2[TOKLEN + 1];
+        packed_to_token(command.wd1, word1);
+        packed_to_token(command.wd2, word2);
+        command.id1 = get_vocab_id(word1);
+        command.id2 = get_vocab_id(word2);
 
         /*  Every input, check "game.foobar" flag.  If zero, nothing's
          *  going on.  If pos, make neg.  If neg, he skipped a word,
@@ -1079,7 +1082,7 @@ L2607:
             }
         }
 
-        if (command.verb == SAY && command.wd2 > 0)
+        if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
             command.verb = 0;
         if (command.verb == SAY) {
             command.part = transitive;
@@ -1091,14 +1094,8 @@ 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);
-        if (V1 == ENTER && (V2 == STREAM ||
-                            V2 == PROMOTE_WORD(WATER))) {
+        if (command.id1 == ENTER && (command.id2 == STREAM ||
+                                     command.id2 == PROMOTE_WORD(WATER))) {
             if (LIQLOC(game.loc) == WATER) {
                 rspeak(FEET_WET);
             } else {
@@ -1106,18 +1103,19 @@ L2607:
             }
             goto L2012;
         }
-        if (V1 == ENTER && command.wd2 > 0) {
-            command.wd1 = command.wd2;
-            command.wd1x = command.wd2x;
-            wordclear(&command.wd2);
+        if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+            /* command.wd1 = command.wd2; */
+            /* wordclear(&command.wd2); */
+            command.id1 = command.id2;
+            command.id2 = WORD_EMPTY;
         } else {
             /* FIXME: Magic numbers related to vocabulary */
-            if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
-                  (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
-                if (AT(DEMOTE_WORD(V2)))
+            if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
+                  (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
+                if (AT(DEMOTE_WORD(command.id2)))
                     command.wd2 = token_to_packed("POUR");
             }
-            if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+            if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
                 command.wd1 = token_to_packed("CATCH");
         }
 L2620:
@@ -1133,21 +1131,19 @@ L2620:
 Lookup:
         packed_to_token(command.wd1, word1);
         defn = get_vocab_id(word1);
-        if (defn == -1) {
+        if (defn == WORD_NOT_FOUND) {
             /* Gee, I don't understand. */
             if (fallback_handler(inputbuf))
                 continue;
-            rspeak(DONT_KNOW, command.wd1, command.wd1x);
+            sspeak(DONT_KNOW, command.raw1);
             goto L2600;
         }
         /* FIXME: magic numbers related to vocabulary */
         kmod = MOD(defn, 1000);
         switch (defn / 1000) {
         case 0:
-            if (playermove(kmod))
-                return true;
-            else
-                continue;      /* back to top of main interpreter loop */
+            playermove(kmod);
+            return true;
         case 1:
             command.part = unknown;
             command.obj = kmod;
@@ -1183,13 +1179,15 @@ Laction:
         case GO_WORD2:
             /* Get second word for analysis. */
             command.wd1 = command.wd2;
-            command.wd1x = command.wd2x;
+            strcpy(command.raw1, command.raw2);
             wordclear(&command.wd2);
+            command.raw2[0] = '\0';
             goto L2620;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case
              *  (see attack()). */
-            rspeak(DO_WHAT, command.wd1, command.wd1x);
+            command.raw1[0] = toupper(command.raw1[0]);
+            sspeak(DO_WHAT, command.raw1);
             command.obj = 0;
             goto L2600;
         case GO_DWARFWAKE: