First stage cleanup of YAML dungeon generator. Less hard-coded stuff.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index db27b16a6a8496726e6db9298e06fcbc4985e70b..a558f7eb21100751c726778d0ae2acd1bcfc5659 100644 (file)
--- a/main.c
+++ b/main.c
@@ -487,8 +487,8 @@ static void croak(void)
          *  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)
         terminate(endgame);
     else {
         game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
@@ -540,40 +540,39 @@ 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
@@ -899,7 +898,7 @@ static void lampcheck(void)
      *  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
+     *  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)) {
@@ -1124,29 +1123,43 @@ Lclosecheck:
         }
         if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
             command.id1 = command.id2;
+           command.type1 = command.type2;
+           strncpy(command.raw1, command.raw2, LINESIZE - 1);
             command.id2 = WORD_EMPTY;
+           command.type2 = NO_WORD_TYPE;
+           strncpy(command.raw2, "", LINESIZE - 1);
         } else {
             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);
                     command.wd2 = token_to_packed("POUR");
+                 }
             }
             if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
+             {
+               command.id1 = CARRY;
+               command.type1 = ACTION;
+               strncpy(command.raw2, "CATCH", LINESIZE - 1);
                 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 (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) {
             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) {
+       long defn;
+       enum wordtype type;
+       get_vocab_metadata(word1, &defn, &type);
+        if (command.id1 == WORD_NOT_FOUND) {
             if (fallback_handler(command))
                 continue;
             /* Gee, I don't understand. */
@@ -1156,18 +1169,18 @@ Lookup:
         switch (type) {
         case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
         case MOTION:
-            playermove(defn);
+            playermove(command.id1);
             return true;
         case OBJECT:
             command.part = unknown;
-            command.obj = defn;
+            command.obj = command.id1;
             break;
         case ACTION:
             command.part = intransitive;
             command.verb = defn;
             break;
         case SPECIAL:
-            speak(specials[defn].message);
+            speak(specials[command.id1].message);
             goto Lclearobj;
         default:
             BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
@@ -1187,10 +1200,14 @@ Lookup:
             goto Lookup;
         case GO_WORD2:
             /* Get second word for analysis. */
-            command.wd1 = command.wd2;
-            strncpy(command.raw1, command.raw2, LINESIZE - 1);
+           command.id1 = command.id2;
+           command.type1 = command.type2;
+           strncpy(command.raw1, command.raw2, LINESIZE - 1);
+           command.wd1 = command.wd2;
+           command.id2 = WORD_EMPTY;
+           command.type2 = NO_WORD_TYPE;
+           command.raw2[0] = '\0';
             wordclear(&command.wd2);
-            command.raw2[0] = '\0';
             goto Lookup;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case