X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=1865483964d109c9a4aa7c5b7dd69d0d373d0d6a;hp=10d284500d80ec2cd91d84d5b639a9ac3fb74f84;hb=6667ffd1f10e75ee4b75a3430d76e6f1b4e51090;hpb=00cf2a937381701921ade375ab1c6f681af85b91 diff --git a/main.c b/main.c index 10d2845..1865483 100644 --- 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 @@ -85,7 +76,6 @@ 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: @@ -133,23 +123,6 @@ 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 +196,8 @@ 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 */ @@ -239,6 +211,8 @@ static void checkhints(void) } } } + + } static bool spotted_by_pirate(int i) @@ -315,7 +289,7 @@ 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 @@ -397,7 +371,8 @@ static bool dwarfmove(void) else if (j > 1 && game.newloc == tk[j - 1]) continue; else if (j >= DIM(tk) - 1) - continue; + /* This can't actually happen. */ + continue; // LCOV_EXCL_LINE else if (game.newloc == game.dloc[i]) continue; else if (FORCED(game.newloc)) @@ -447,7 +422,7 @@ 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; @@ -478,6 +453,8 @@ 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; @@ -486,8 +463,8 @@ 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; @@ -504,7 +481,7 @@ static void croak(void) } } -static bool traveleq(long a, long b) +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) @@ -539,40 +516,39 @@ 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 @@ -667,7 +643,7 @@ 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 @@ -711,14 +687,16 @@ 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 @@ -732,7 +710,7 @@ 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); move(TROLL2 + NOBJECTS, IS_FREE); @@ -756,7 +734,7 @@ 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 } } @@ -898,14 +876,20 @@ 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)) { 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)) { @@ -938,7 +922,7 @@ 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)) @@ -972,53 +956,137 @@ 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) +void clear_command(command_t *cmd) { - char inputbuf[LINESIZE]; - char word1[TOKLEN + 1]; - char word2[TOKLEN + 1]; - char* input; + cmd->verb = ACT_NULL; + game.oldobj = cmd->obj; + cmd->obj = NO_OBJECT; +} - for (;;) { - input = get_input(); - if (input == NULL) +/* + * This function probably does too many disparate things. It checks for hints, + * sees if the gamed is closed, checks for darkness, gets user input, increments + * the turns in the game state, checks to see if we should be closing, gets the + * command input, and preprocesses some implied verbs in the case that the user + * put in a single word motion or object command. + * + * This was the lesser evil -- it got rid of a really nasty goto in the main + * input parser/state transition engine. This should be refactored further. + */ +bool get_preprocessed_command_input(command_t *command) +{ + bool preprocessed = false; + + do { + preprocessed = true; + 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, 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; - if (word_count(input) > 2) { - rspeak(TWO_WORDS); - free(input); - continue; + +#ifdef GDEBUG + /* 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 + + ++game.turns; + + if (closecheck()) { + if (game.closed) + return false; + } else + lampcheck(); + + 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); + + clear_command(command); + preprocessed = false; } - if (strcmp(input, "") != 0) - break; - free(input); - } - strncpy(inputbuf, input, LINESIZE - 1); - free(input); + 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->word[0].id = DEPRESSION; + } + if (game.loc == LOC_COBBLE || - tokenize(inputbuf, command); + 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; + } - packed_to_token(command->wd1, word1); - packed_to_token(command->wd2, word2); - command->id1 = get_vocab_id(word1); - command->id2 = get_vocab_id(word2); + /* 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; + } + } + } while (preprocessed == false); return true; } + static bool do_command() /* Get and execute a command */ { - long kmod, defn; - static struct command_t command; - char word1[TOKLEN + 1]; - - command.verb = 0; + static command_t command; + bool command_given = false; + bool command_executed = false; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { @@ -1050,6 +1118,9 @@ static bool do_command() /* Describe the current location and (maybe) get next command. */ for (;;) { + command_given = false; + command_executed = false; + if (game.loc == 0) croak(); const char* msg = locations[game.loc].description.small; @@ -1078,138 +1149,104 @@ static bool do_command() rspeak(SAYS_PLUGH); listobjects(); + clear_command(&command); -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); - } - } - 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; + do { + // Get pre-processed command input from user + command_given = get_preprocessed_command_input(&command); + if (!command_given) + return game.closed; -Lclosecheck: - ++game.turns; - - if (closecheck()) { - if (game.closed) - return true; - } else - lampcheck(); + // loop until all words in command are procesed + do { + // assume all words in command are processed, until proven otherwise + command_executed = true; - if (command.id1 == ENTER && (command.id2 == STREAM || - command.id2 == PROMOTE_WORD(WATER))) { - if (LIQLOC(game.loc) == WATER) - rspeak(FEET_WET); - else - rspeak(WHERE_QUERY); + 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); + command_given = false; + break; + } - goto Lclearobj; - } - if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { - command.id1 = command.id2; - command.id2 = WORD_EMPTY; - } else { - /* FIXME: Magic numbers related to vocabulary */ - 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 (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) - command.wd1 = token_to_packed("CATCH"); - } -Lookup: - if (wordeq(command.wd1, token_to_packed("WEST"))) { - if (++game.iwest == 10) - rspeak(W_IS_WEST); - } - if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { - if (++game.igo == 10) - rspeak(GO_UNNEEDED); - } - packed_to_token(command.wd1, word1); - defn = get_vocab_id(word1); - if (defn == WORD_NOT_FOUND) { - if (fallback_handler(command)) - continue; - /* Gee, I don't understand. */ - sspeak(DONT_KNOW, command.raw1); - goto Lclearobj; - } - /* FIXME: magic numbers related to vocabulary */ - kmod = MOD(defn, 1000); - switch (defn / 1000) { - case 0: - playermove(kmod); - return true; - case 1: - command.part = unknown; - command.obj = kmod; - break; - case 2: - command.part = intransitive; - command.verb = kmod; - break; - case 3: - speak(specials[kmod].message); - goto Lclearobj; - default: - BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE - } + 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); + command_given = false; + } + 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: - 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 - } + if (command_given) { + 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: + command_given = false; + 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_executed = 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; + command_given = false; + break; + 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 (!command_executed); + } while (!command_given); } }