Eliminated "Lookup" label
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 603b98a05ef23907cfcfcb2145e761d05a451118..7d688f34f13f061792947e41cb97fcdcf7e299f2 100644 (file)
--- a/main.c
+++ b/main.c
  * 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 +89,6 @@ 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:
@@ -461,6 +464,8 @@ 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;
@@ -693,14 +698,16 @@ 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
@@ -965,10 +972,18 @@ static void listobjects(void)
     }
 }
 
+void clear_command(command_t *cmd)
+{
+    cmd->verb = ACT_NULL;
+    game.oldobj = cmd->obj;
+    cmd->obj = NO_OBJECT;
+}
+
 static bool do_command()
 /* Get and execute a command */
 {
-    static struct command_t command;
+    static command_t command;
+    bool words_processed = false;
 
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
@@ -1028,10 +1043,9 @@ static bool do_command()
             rspeak(SAYS_PLUGH);
 
         listobjects();
-
-Lclearobj:
-        game.oldobj = command.obj;
-
+        clear_command(&command);
+    
+Lcheckhint:
         checkhints();
 
         /*  If closing time, check for any objects being toted with
@@ -1050,26 +1064,25 @@ Lclearobj:
         if (game.knfloc > 0 && game.knfloc != game.loc)
             game.knfloc = 0;
 
-       /* Preserve state from last command for reuse when required */
-       struct command_t preserve;
-       memcpy(&preserve, &command, sizeof(struct command_t));
-
-       // Get command input from user
+        // Get command input from user
         if (!get_command_input(&command))
             return false;
 
+Lclosecheck:
 #ifdef GDEBUG
-       printf("Preserve: type1 = %u, id1 = %ld, id2 = %ld\n",
-              preserve.type1, preserve.id1, preserve.id2);
-       printf("Command: type2 = %u, id1 = %ld, id2 = %ld\n",
-              preserve.type2, command.id1, command.id2);
+        /* 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("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
 
-       /* Handle of objectless action followed by actionless object */
-       if (preserve.type1 == ACTION && preserve.type2 == NO_WORD_TYPE && command.id2 == 0)
-           command.verb = preserve.verb;
-
-       ++game.turns;
+        ++game.turns;
 
         if (closecheck()) {
             if (game.closed)
@@ -1077,116 +1090,139 @@ Lclearobj:
         } else
             lampcheck();
 
-        if (command.type1 == MOTION && command.id1 == ENTER
-            && (command.id2 == STREAM || command.id2 == WATER)) {
+        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;
+            clear_command(&command);
+            goto Lcheckhint;
         }
 
-        if (command.type1 == OBJECT) {
-            if (command.id1 == GRATE) {
-                command.type1 = MOTION;
+        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.id1 = DEPRESSION;
+                    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.id1 = ENTRANCE;
+                    command.word[0].id = ENTRANCE;
                 }
             }
-            if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
-                if (AT(command.id2)) {
-                    command.id2 = POUR;
-                    command.type2 = ACTION;
-                    strncpy(command.raw2, "POUR", LINESIZE - 1);
+            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.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) {
-                command.id1 = CARRY;
-                command.type1 = ACTION;
-                strncpy(command.raw2, "CATCH", 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;
             }
-        }
 
-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 && command.id2 != WORD_EMPTY) {
-            if (++game.igo == 10)
-                rspeak(GO_UNNEEDED);
-        }
-        if (command.id1 == WORD_NOT_FOUND) {
-            /* Gee, I don't understand. */
-            sspeak(DONT_KNOW, command.raw1);
-            goto Lclearobj;
-        }
-        switch (command.type1) {
-        case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
-        case MOTION:
-            playermove(command.id1);
-            return true;
-        case OBJECT:
-            command.part = unknown;
-            command.obj = command.id1;
-            break;
-        case ACTION:
-            if(command.type2 == NUMERIC) 
-                command.part = transitive;
-            else
-                command.part = intransitive;
-            command.verb = command.id1;
-            break;
-        case NUMERIC: // LCOV_EXCL_LINE
-        default: // LCOV_EXCL_LINE
-            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+            /* 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;
+            }
         }
 
-        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:
-            /* Get second word for analysis. */
-            command.id1 = command.id2;
-            command.type1 = command.type2;
-            strncpy(command.raw1, command.raw2, LINESIZE - 1);
-            command.id2 = WORD_EMPTY;
-            command.type2 = NO_WORD_TYPE;
-            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: // LCOV_EXCL_LINE
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
-        }
-    }
+        // loop until all words in command are procesed
+        do {
+            // assume all words in command are processed, until proven otherwise
+            words_processed = true;
+
+            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);
+            clear_command(&command);
+                goto Lcheckhint;
+            }
+
+            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);
+                    goto Lcheckhint;
+                }
+            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_CLEAROBJ:
+            clear_command(&command);
+                /* FALL THROUGH */
+            case GO_CHECKHINT:
+                goto Lcheckhint;
+            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;
+                words_processed = 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;
+                goto Lcheckhint;
+            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 (!words_processed);
+    } 
 }
 
 /* end */