X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=1cff0d1648db7fb827b29fb6f3859ada02bcf16e;hp=b99eb22969bc27a929cceb3fdaaf5a8abcfb93e4;hb=85f8334e17b9e3118a73f2e9405e9db5f94ad648;hpb=7a3f3ec7a6e28e8cb3e31d60893679922160e52c diff --git a/main.c b/main.c index b99eb22..1cff0d1 100644 --- a/main.c +++ b/main.c @@ -13,55 +13,38 @@ * and for the offensive globals. Applying the Structured Program * Theorem can be hard. */ -#define DEFINE_GLOBALS_FROM_INCLUDES + #include #include #include #include #include -#include +#include #include "advent.h" -#include "database.h" -#include "linenoise/linenoise.h" -#include "newdb.h" - -struct game_t game; - -long LNLENG, LNPOSN, PARMS[MAXPARMS + 1]; -char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; - -long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD, - BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, - CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS, - EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD, - GRATE, HINT, INVENT, JADE, KEYS, - KNIFE, LAMP, LOCK, LOOK, MAGAZINE, - MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER, - PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2, - RUBY, RUG, SAPPH, SAY, SIGN, SNAKE, - STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2, - URN, VASE, VEND, VOLCANO, WATER; -token_t WD1, WD1X, WD2, WD2X; +#include "dungeon.h" + +#define DIM(a) (sizeof(a)/sizeof(a[0])) FILE *logfp = NULL, *rfp = NULL; bool oldstyle = false; -bool editline = true; bool prompt = true; +// LCOV_EXCL_START +// exclude from coverage analysis because it requires interactivity to test static void sig_handler(int signo) { if (signo == SIGINT) { if (logfp != NULL) fflush(logfp); } - exit(0); + exit(EXIT_FAILURE); } +// LCOV_EXCL_STOP /* * MAIN PROGRAM * * Adventure (rev 2: 20 treasures) - * * History: Original idea & 5-treasure version (adventures) by Willie Crowther * 15-treasure version (adventure) by Don Woods, April-June 1977 * 20-treasure version (rev 2) by Don Woods, August 1978 @@ -69,7 +52,7 @@ static void sig_handler(int signo) * Revived 2017 as Open Adventure. */ -static bool do_command(FILE *); +static bool do_command(void); int main(int argc, char *argv[]) { @@ -78,11 +61,11 @@ int main(int argc, char *argv[]) /* Options. */ #ifndef ADVENT_NOSAVE - const char* opts = "l:or:s"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n"; + const char* opts = "l:or:"; + const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n"; #else - const char* opts = "l:os"; - const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n"; + const char* opts = "l:o"; + const char* usage = "Usage: %s [-l logfilename] [-o]\n"; #endif while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { @@ -96,7 +79,7 @@ int main(int argc, char *argv[]) break; case 'o': oldstyle = true; - editline = prompt = false; + prompt = false; break; #ifndef ADVENT_NOSAVE case 'r': @@ -108,9 +91,6 @@ int main(int argc, char *argv[]) signal(SIGINT, sig_handler); break; #endif - case 's': - editline = false; - break; default: fprintf(stderr, usage, argv[0]); @@ -122,46 +102,30 @@ int main(int argc, char *argv[]) fprintf(stderr, " -r restore from specified saved game file\n"); #endif - fprintf(stderr, - " -s suppress command editing\n"); - exit(-1); + exit(EXIT_FAILURE); break; } } - linenoiseHistorySetMaxLen(350); - - /* Initialize our LCG PRNG with parameters tested against - * Knuth vol. 2. by the original authors */ - game.lcg_a = 1093; - game.lcg_c = 221587; - game.lcg_m = 1048576; - srand(time(NULL)); - long seedval = (long)rand(); - set_seed(seedval); - /* Initialize game variables */ - initialise(); + long seedval = initialise(); - /* Start-up, dwarf stuff */ - game.zzword = RNDVOC(3, 0); - game.newloc = LOC_START; - game.loc = LOC_START; - game.limit = GAMELIMIT; +#ifndef ADVENT_NOSAVE if (!rfp) { - game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); if (game.novice) game.limit = NOVICELIMIT; } else { restore(rfp); } +#endif if (logfp) fprintf(logfp, "seed %ld\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { - if (!do_command(stdin)) + if (!do_command()) break; } /* show score and exit */ @@ -177,8 +141,6 @@ static bool fallback_handler(char *buf) printf("Seed set to %ld\n", sv); // autogenerated, so don't charge user time for it. --game.turns; - // here we reconfigure any global game state that uses random numbers - game.zzword = RNDVOC(3, 0); return true; } return false; @@ -189,22 +151,22 @@ static bool fallback_handler(char *buf) * notes). */ static void checkhints(void) { - if (COND[game.loc] >= game.conds) { - for (int hint = 1; hint <= HNTMAX; hint++) { + if (conditions[game.loc] >= game.conds) { + for (int hint = 0; hint < NHINTS; hint++) { if (game.hinted[hint]) continue; - if (!CNDBIT(game.loc, hint + HBASE)) + if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++game.hintlc[hint]; /* Come here if he's been long enough at required loc(s) for some * unused hint. */ - if (game.hintlc[hint] >= HINTS[hint][1]) { + if (game.hintlc[hint] >= hints[hint].turns) { int i; - switch (hint - 1) { + switch (hint) { case 0: /* cave */ - if (game.prop[GRATE] == 0 && !HERE(KEYS)) + if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS)) break; game.hintlc[hint] = 0; return; @@ -244,7 +206,7 @@ static void checkhints(void) break; return; case 8: /* ogre */ - i = ATDWRF(game.loc); + i = atdwrf(game.loc); if (i < 0) { game.hintlc[hint] = 0; return; @@ -258,19 +220,18 @@ static void checkhints(void) game.hintlc[hint] = 0; return; default: - BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); + BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE break; } /* Fall through to hint display */ game.hintlc[hint] = 0; - if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) + if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN])) return; - SETPRM(1, HINTS[hint][2], HINTS[hint][2]); - RSPEAK(HINT_COST); - game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]); + rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty); + game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]); if (game.hinted[hint] && game.limit > WARNTIME) - game.limit += WARNTIME * HINTS[hint][2]; + game.limit += WARNTIME * hints[hint].penalty; } } } @@ -291,10 +252,12 @@ static bool spotted_by_pirate(int i) return true; int snarfed = 0; bool movechest = false, robplayer = false; - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -305,15 +268,15 @@ static bool spotted_by_pirate(int i) } } /* Force chest placement before player finds last treasure */ - if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) { - RSPEAK(PIRATE_SPOTTED); + if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) { + rspeak(PIRATE_SPOTTED); movechest = true; } /* Do things in this order (chest move before robbery) so chest is listed * last at the maze location. */ if (movechest) { - MOVE(CHEST, game.chloc); - MOVE(MESSAG, game.chloc2); + move(CHEST, game.chloc); + move(MESSAG, game.chloc2); game.dloc[PIRATE] = game.chloc; game.odloc[PIRATE] = game.chloc; game.dseen[PIRATE] = false; @@ -321,16 +284,18 @@ static bool spotted_by_pirate(int i) /* You might get a hint of the pirate's presence even if the * chest doesn't move... */ if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) - RSPEAK(PIRATE_RUSTLES); + rspeak(PIRATE_RUSTLES); } if (robplayer) { - RSPEAK(PIRATE_POUNCES); - for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) { - if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { + rspeak(PIRATE_POUNCES); + for (int treasure = 1; treasure <= NOBJECTS; treasure++) { + if (!objects[treasure].is_treasure) + continue; + if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) - CARRY(treasure, game.loc); + carry(treasure, game.loc); if (TOTING(treasure)) - DROP(treasure, game.chloc); + drop(treasure, game.chloc); } } } @@ -357,7 +322,7 @@ static bool dwarfmove(void) * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead * end. */ - if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR)) + if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -371,7 +336,7 @@ static bool dwarfmove(void) * the 5 dwarves. If any of the survivors is at loc, * replace him with the alternate. */ if (game.dflag == 1) { - if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85)))) + if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { @@ -379,13 +344,16 @@ static bool dwarfmove(void) if (PCT(50)) game.dloc[j] = 0; } + + /* Alternate initial loc for dwarf, in case one of them + * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { if (game.dloc[i] == game.loc) - game.dloc[i] = DALTLC; + game.dloc[i] = DALTLC; // game.odloc[i] = game.dloc[i]; } - RSPEAK(DWARF_RAN); - DROP(AXE, game.loc); + rspeak(DWARF_RAN); + drop(AXE, game.loc); return true; } @@ -402,27 +370,33 @@ static bool dwarfmove(void) if (game.dloc[i] == 0) continue; /* Fill tk array with all the places this dwarf might go. */ - int j = 1; - kk = KEY[game.dloc[i]]; + unsigned int j = 1; + kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000); + game.newloc = travel[kk].dest; /* Have we avoided a dwarf encounter? */ - bool avoided = (SPECIAL(game.newloc) || - !INDEEP(game.newloc) || - game.newloc == game.odloc[i] || - (j > 1 && game.newloc == tk[j - 1]) || - j >= 20 || - game.newloc == game.dloc[i] || - FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, NOARRR)) || - labs(TRAVEL[kk]) / 1000000 == 100); - if (!avoided) { - tk[j++] = game.newloc; - } - ++kk; + if (SPECIAL(game.newloc)) + continue; + else if (!INDEEP(game.newloc)) + continue; + else if (game.newloc == game.odloc[i]) + continue; + else if (j > 1 && game.newloc == tk[j - 1]) + continue; + else if (j >= DIM(tk) - 1) + continue; + else if (game.newloc == game.dloc[i]) + continue; + else if (FORCED(game.newloc)) + continue; + else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) + continue; + else if (travel[kk].nodwarves) + continue; + tk[j++] = game.newloc; } while - (TRAVEL[kk - 1] >= 0); + (!travel[kk++].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -430,7 +404,8 @@ static bool dwarfmove(void) game.odloc[i] = game.dloc[i]; game.dloc[i] = tk[j]; game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc); - if (!game.dseen[i]) continue; + if (!game.dseen[i]) + continue; game.dloc[i] = game.loc; if (spotted_by_pirate(i)) continue; @@ -447,22 +422,20 @@ static bool dwarfmove(void) /* Now we know what's happening. Let's tell the poor sucker about it. * Note that various of the "knife" messages must have specific relative - * positions in the RSPEAK database. */ + * positions in the rspeak database. */ if (game.dtotal == 0) return true; - SETPRM(1, game.dtotal, 0); - RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK); + rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); if (attack == 0) return true; - if (game.dflag == 2)game.dflag = 3; - if (attack > 1){ - SETPRM(1, attack, 0); - RSPEAK(THROWN_KNIVES); - SETPRM(1, stick, 0); - RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT)); + if (game.dflag == 2) + game.dflag = 3; + if (attack > 1) { + rspeak(THROWN_KNIVES, attack); + rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick); } else { - RSPEAK(KNIFE_THROWN); - RSPEAK(MISSES_YOU); + rspeak(KNIFE_THROWN); + rspeak(MISSES_YOU); } if (stick == 0) return true; @@ -473,21 +446,21 @@ static bool dwarfmove(void) /* "You're dead, Jim." * * If the current loc is zero, it means the clown got himself killed. - * We'll allow this maxdie times. maximum_deaths is automatically set based + * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in - * a message (81, 83, etc.) which offers reincarnation; if accepted, - * this results in message 82, 84, etc. The last time, if he wants - * another chance, he gets a snide remark as we exit. When - * reincarnated, all objects being carried get dropped at game.oldlc2 - * (presumably the last place prior to being killed) without change - * of props. the loop runs backwards to assure that the bird is - * dropped before the cage. (this kluge could be changed once we're - * sure all references to bird and cage are done by keywords.) The - * lamp is a special case (it wouldn't do to leave it in the cave). - * It is turned off and left outside the building (only if he was - * carrying it, of course). He himself is left inside the 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 + * a message (obituaries[n]) which offers reincarnation; if accepted, + * this results in message obituaries[0], obituaries[2], etc. The + * last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped + * at game.oldlc2 (presumably the last place prior to being killed) + * without change of props. The loop runs backwards to assure that + * the bird is dropped before the cage. (This kluge could be changed + * once we're sure all references to bird and cage are done by + * keywords.) The lamp is a special case (it wouldn't do to leave it + * in the cave). It is turned off and left outside the building (only + * if he was carrying it, of course). He himself is left inside the + * 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) @@ -499,19 +472,19 @@ static void croak(void) if (game.closng) { /* He died during closing time. No resurrection. Tally up a * death and exit. */ - RSPEAK(DEATH_CLOSING); + rspeak(DEATH_CLOSING); terminate(endgame); - } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN])) + } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; if (TOTING(LAMP)) - game.prop[LAMP] = 0; + game.prop[LAMP] = LAMP_DARK; for (int j = 1; j <= NOBJECTS; j++) { int i = NOBJECTS + 1 - j; if (TOTING(i)) { /* Always leave lamp where it's accessible aboveground */ - DROP(i, (i == LAMP) ? LOC_START : game.oldlc2); + drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } game.loc = LOC_BUILDING; @@ -519,6 +492,13 @@ static void croak(void) } } +static bool traveleq(long a, long b) +/* Are two travel entries equal for purposes of skip after failed condition? */ +{ + return (travel[a].cond == travel[b].cond) + && (travel[a].dest == travel[b].dest); +} + /* Given the current location in "game.loc", and a motion verb number in * "motion", put the new location in "game.newloc". The current loc is saved * in "game.oldloc" in case he wants to retreat. The current @@ -527,51 +507,55 @@ static void croak(void) * him, so we need game.oldlc2, which is the last place he was * safe.) */ -static bool playermove(token_t verb, int motion) +static bool playermove( int motion) { - int scratchloc, k2, kk = KEY[game.loc]; + int scratchloc, travel_entry = tkey[game.loc]; game.newloc = game.loc; - if (kk == 0) - BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); + if (travel_entry == 0) + BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE if (motion == NUL) return true; 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. - * k2 saves entry -> forced loc -> previous loc. */ + * te_tmp saves entry -> forced loc -> previous loc. */ motion = game.oldloc; if (FORCED(motion)) motion = game.oldlc2; game.oldlc2 = game.oldloc; game.oldloc = game.loc; - k2 = 0; - if (motion == game.loc)k2 = FORGOT_PATH; - if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN; - if (k2 == 0) { + 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 (;;) { - scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); + scratchloc = travel[travel_entry].dest; if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion) - k2 = kk; + if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) + te_tmp = travel_entry; } - if (TRAVEL[kk] >= 0) { - ++kk; + if (!travel[travel_entry].stop) { + ++travel_entry; /* go to next travel entry for this location */ continue; } - kk = k2; - if (kk == 0) { - RSPEAK(NOT_CONNECTED); + /* we've reached the end of travel entries for game.loc */ + travel_entry = te_tmp; + if (travel_entry == 0) { + rspeak(NOT_CONNECTED); return true; } } - motion = MOD(labs(TRAVEL[kk]), 1000); - kk = KEY[game.loc]; + motion = travel[travel_entry].motion; + travel_entry = tkey[game.loc]; break; /* fall through to ordinary travel */ } } else { - RSPEAK(k2); + rspeak(spk); return true; } } else if (motion == LOOK) { @@ -579,14 +563,14 @@ static bool playermove(token_t verb, int motion) * (though it may now be dark) so he won't fall into a * pit while staring into the gloom. */ if (game.detail < 3) - RSPEAK(NO_MORE_DETAIL); + rspeak(NO_MORE_DETAIL); ++game.detail; game.wzdark = false; game.abbrev[game.loc] = 0; return true; } else if (motion == CAVE) { /* Cave. Different messages depending on whether above ground. */ - RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); + rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL); return true; } else { /* none of the specials */ @@ -594,138 +578,153 @@ static bool playermove(token_t verb, int motion) game.oldloc = game.loc; } - /* ordinary travel */ + /* Look for a way to fulfil the motion verb passed in - travel_entry indexes + * the beginning of the motion entries for here (game.loc). */ for (;;) { - scratchloc = labs(TRAVEL[kk]); - if (MOD(scratchloc, 1000) == 1 || MOD(scratchloc, 1000) == motion) + if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) break; - if (TRAVEL[kk] < 0) { - /* FIXME: Magic numbers! */ - /* Non-applicable motion. Various messages depending on - * word given. */ + if (travel[travel_entry].stop) { + /* Couldn't find an entry matching the motion word passed + * in. Various messages depending on word given. */ int spk = CANT_APPLY; - if (motion >= 43 && motion <= 50)spk = BAD_DIRECTION; - if (motion == 29 || motion == 30)spk = BAD_DIRECTION; - if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING; - if (motion == 11 || motion == 19)spk = NO_INOUT_HERE; - if (verb == FIND || verb == INVENT)spk = NEARBY; - if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS; - if (motion == 17)spk = WHICH_WAY; - RSPEAK(spk); + if (motion >= EAST && motion <= NW) + spk = BAD_DIRECTION; + if (motion == UP || motion == DOWN) + spk = BAD_DIRECTION; + if (motion == FORWARD || motion == LEFT || motion == RIGHT) + spk = UNSURE_FACING; + if (motion == OUTSIDE || motion == INSIDE) + spk = NO_INOUT_HERE; + if (motion == XYZZY || motion == PLUGH) + spk = NOTHING_HAPPENS; + if (motion == CRAWL) + spk = WHICH_WAY; + rspeak(spk); return true; } - ++kk; + ++travel_entry; } - scratchloc = scratchloc / 1000; + /* (ESR) We've found a destination that goes with the motion verb. + * Next we need to check any conditional(s) on this destination, and + * possibly on following entries. */ + /* FIXME: Magic numbers related to move opcodes */ do { - /* - * (ESR) This special-travel loop may have to be repeated if it includes - * the plover passage. Same deal for any future cases where we need to - * block travel and then redo it once the blocking condition has been - * removed. - */ for (;;) { /* L12 loop */ for (;;) { - game.newloc = scratchloc / 1000; - motion = MOD(game.newloc, 100); - if (!SPECIAL(game.newloc)) { - if (game.newloc <= 100) { - if (game.newloc == 0 || PCT(game.newloc)) + long cond = travel[travel_entry].cond; + long arg = MOD(cond, 100); + if (!SPECIAL(cond)) { + /* YAML N and [pct N] conditionals */ + if (cond <= 100) { + if (cond == 0 || PCT(cond)) break; /* else fall through */ } - if (TOTING(motion) || (game.newloc > 200 && AT(motion))) + /* YAML [with OBJ] clause */ + if (TOTING(arg) || (cond > 200 && AT(arg))) break; - /* else fall through */ - } else if (game.prop[motion] != game.newloc / 100 - 3) + /* else fall through to check [not OBJ STATE] */ + } else if (game.prop[arg] != cond / 100 - 3) break; + + /* We arrive here on conditional failure. + * Skip to next non-matching destination */ + long te_tmp = travel_entry; do { - if (TRAVEL[kk] < 0) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); - ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + if (travel[te_tmp].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++te_tmp; } while - (game.newloc == scratchloc); - scratchloc = game.newloc; + (traveleq(travel_entry, te_tmp)); + travel_entry = te_tmp; } - game.newloc = MOD(scratchloc, 1000); + /* Found an eligible rule, now execute it */ + game.newloc = travel[travel_entry].dest; if (!SPECIAL(game.newloc)) return true; - if (game.newloc <= 500) { + + if (game.newloc > 500) { + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); + game.newloc = game.loc; + return true; + } else { game.newloc -= SPECIALBASE; switch (game.newloc) { case 1: - /* Travel 301. 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". */ + /* Travel 301. 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; if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; - RSPEAK(MUST_DROP); + rspeak(MUST_DROP); } return true; case 2: - /* Travel 302. 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 - * pretend he wasn't carrying it after all. */ - DROP(EMERALD, game.loc); + /* Travel 302. 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 + * pretend he wasn't carrying it after all. */ + drop(EMERALD, game.loc); + int te_tmp = travel_entry; do { - if (TRAVEL[kk] < 0) - BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); - ++kk; - game.newloc = labs(TRAVEL[kk]) / 1000; + if (travel[te_tmp].stop) + BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE + ++te_tmp; } while - (game.newloc == scratchloc); - scratchloc = game.newloc; + (traveleq(travel_entry, te_tmp)); + 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 - * 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 stuff for bear. */ - if (game.prop[TROLL] == 1) { - PSPEAK(TROLL, 1); - game.prop[TROLL] = 0; - MOVE(TROLL2, 0); - MOVE(TROLL2 + NOBJECTS, 0); - MOVE(TROLL, PLAC[TROLL]); - MOVE(TROLL + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); + /* 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 + * 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 + * stuff for bear. */ + if (game.prop[TROLL] == TROLL_PAIDONCE) { + pspeak(TROLL, look, TROLL_PAIDONCE); + game.prop[TROLL] = TROLL_UNPAID; + move(TROLL2, 0); + move(TROLL2 + NOBJECTS, 0); + move(TROLL, objects[TROLL].plac); + move(TROLL + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); game.newloc = game.loc; return true; } else { - game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; - if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; - if (!TOTING(BEAR)) return true; - RSPEAK(BRIDGE_COLLAPSE); - game.prop[CHASM] = 1; - game.prop[TROLL] = 2; - DROP(BEAR, game.newloc); + 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; + rspeak(BRIDGE_COLLAPSE); + game.prop[CHASM] = BRIDGE_WRECKED; + game.prop[TROLL] = TROLL_GONE; + drop(BEAR, game.newloc); game.fixed[BEAR] = -1; - game.prop[BEAR] = 3; + game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); return true; } + default: + BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } - BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); } break; /* Leave L12 loop */ } } while (false); - /* FIXME: Arithmetic on location number, becoming a message number */ - RSPEAK(game.newloc - 500); - game.newloc = game.loc; - return true; } static bool closecheck(void) @@ -739,17 +738,16 @@ static bool closecheck(void) * to get out. If he doesn't within clock2 turns, we close the cave; * if he does try, we assume he panics, and give him a few additional * turns to get frantic before we close. When clock2 hits zero, we - * branch to 11000 to transport him into the final puzzle. Note that - * the puzzle depends upon all sorts of random things. For instance, - * there must be no water or oil, since there are beanstalks which we - * don't want to be able to water, since the code can't handle it. - * Also, we can have no keys, since there is a grate (having moved - * the fixed object!) there separating him from all the treasures. - * Most of these problems arise from the use of negative prop numbers - * to suppress the object descriptions until he's actually moved the - * objects. */ + * transport him into the final puzzle. Note that the puzzle depends + * upon all sorts of random things. For instance, there must be no + * water or oil, since there are beanstalks which we don't want to be + * able to water, since the code can't handle it. Also, we can have + * no keys, since there is a grate (having moved the fixed object!) + * there separating him from all the treasures. Most of these + * problems arise from the use of negative prop numbers to suppress + * the object descriptions until he's actually moved the objects. */ { - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; /* When the first warning comes, we lock the grate, destroy @@ -766,23 +764,24 @@ static bool closecheck(void) * know the bivalve is an oyster. *And*, the dwarves must * have been activated, since we've found chest. */ if (game.clock1 == 0) { - game.prop[GRATE] = 0; - game.prop[FISSURE] = 0; + game.prop[GRATE] = GRATE_CLOSED; + game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; } - MOVE(TROLL, 0); - MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); - JUGGLE(CHASM); - if (game.prop[BEAR] != 3)DESTROY(BEAR); - game.prop[CHAIN] = 0; - game.fixed[CHAIN] = 0; + move(TROLL, 0); + move(TROLL + NOBJECTS, 0); + move(TROLL2, objects[TROLL].plac); + move(TROLL2 + NOBJECTS, objects[TROLL].fixd); + juggle(CHASM); + 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; - RSPEAK(CAVE_CLOSING); + rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; return true; @@ -791,7 +790,7 @@ static bool closecheck(void) if (game.clock2 == 0) { /* Once he's panicked, and clock2 has run out, we come here * to set up the storage room. The room has two locs, - * hardwired as 115 (ne) and 116 (sw). At the ne end, we + * hardwired as LOC_NE and LOC_SW. At the ne end, we * place empty bottles, a nursery of plants, a bed of * oysters, a pile of lamps, rods with stars, sleeping * dwarves, and him. At the sw end we place grate over @@ -804,28 +803,27 @@ static bool closecheck(void) * objects he might be carrying (lest he have some which * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ - game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1); - game.prop[PLANT] = PUT(PLANT, LOC_NE, 0); - game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0); - OBJTXT[OYSTER] = 3; - game.prop[LAMP] = PUT(LAMP, LOC_NE, 0); - game.prop[ROD] = PUT(ROD, LOC_NE, 0); - game.prop[DWARF] = PUT(DWARF, LOC_NE, 0); + game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE); + game.prop[PLANT] = put(PLANT, LOC_NE, 0); + game.prop[OYSTER] = put(OYSTER, LOC_NE, 0); + game.prop[LAMP] = put(LAMP, LOC_NE, 0); + game.prop[ROD] = put(ROD, LOC_NE, 0); + game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; game.newloc = LOC_NE; /* Leave the grate with normal (non-negative) property. * Reuse sign. */ - PUT(GRATE, LOC_SW, 0); - PUT(SIGN, LOC_SW, 0); - ++OBJTXT[SIGN]; - game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1); - game.prop[BIRD] = PUT(BIRD, LOC_SW, 1); - game.prop[CAGE] = PUT(CAGE, LOC_SW, 0); - game.prop[ROD2] = PUT(ROD2, LOC_SW, 0); - game.prop[PILLOW] = PUT(PILLOW, LOC_SW, 0); - - game.prop[MIRROR] = PUT(MIRROR, LOC_NE, 0); + put(GRATE, LOC_SW, 0); + put(SIGN, LOC_SW, 0); + game.prop[SIGN] = ENDGAME_SIGN; + game.prop[SNAKE] = put(SNAKE, LOC_SW, 1); + game.prop[BIRD] = put(BIRD, LOC_SW, 1); + game.prop[CAGE] = put(CAGE, LOC_SW, 0); + game.prop[ROD2] = put(ROD2, LOC_SW, 0); + game.prop[PILLOW] = put(PILLOW, LOC_SW, 0); + + game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -833,7 +831,7 @@ static bool closecheck(void) DESTROY(i); } - RSPEAK(CAVE_CLOSED); + rspeak(CAVE_CLOSED); game.closed = true; return true; } @@ -844,7 +842,7 @@ static bool closecheck(void) static void lampcheck(void) /* Check game limit and lamp timers */ { - if (game.prop[LAMP] == 1) + if (game.prop[LAMP] == LAMP_BRIGHT) --game.limit; /* Another way we can force an end to things is by having the @@ -853,25 +851,27 @@ static void lampcheck(void) * 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 && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) { - RSPEAK(REPLACE_BATTERIES); - game.prop[BATTERY] = 1; + if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = DEAD_BATTERIES; if (TOTING(BATTERY)) - DROP(BATTERY, game.loc); + drop(BATTERY, game.loc); game.limit += BATTERYLIFE; game.lmwarn = false; } else if (game.limit == 0) { game.limit = -1; - game.prop[LAMP] = 0; + game.prop[LAMP] = LAMP_DARK; if (HERE(LAMP)) - RSPEAK(LAMP_OUT); + rspeak(LAMP_OUT); } else if (game.limit <= WARNTIME) { if (!game.lmwarn && HERE(LAMP)) { game.lmwarn = true; int spk = GET_BATTERIES; - if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM; - if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES; - RSPEAK(spk); + if (game.place[BATTERY] == LOC_NOWHERE) + spk = LAMP_DIM; + if (game.prop[BATTERY] == DEAD_BATTERIES) + spk = MISSING_BATTERIES; + rspeak(spk); } } } @@ -880,8 +880,8 @@ static void listobjects(void) /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off * another treasure. Rug is special case; once seen, its - * game.prop is 1 (dragon on it) till dragon is killed. - * Similarly for chain; game.prop is initially 1 (locked to + * game.prop is RUG_DRAGON (dragon on it) till dragon is killed. + * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to * bear). These hacks are because game.prop=0 is needed to * get full score. */ { @@ -889,15 +889,18 @@ static void listobjects(void) ++game.abbrev[game.loc]; for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) { long obj = i; - if (obj > NOBJECTS)obj = obj - NOBJECTS; + if (obj > NOBJECTS) + obj = obj - NOBJECTS; if (obj == STEPS && TOTING(NUGGET)) continue; if (game.prop[obj] < 0) { if (game.closed) continue; game.prop[obj] = 0; - if (obj == RUG || obj == CHAIN) - game.prop[obj] = 1; + if (obj == RUG) + game.prop[RUG] = RUG_DRAGON; + if (obj == CHAIN) + game.prop[CHAIN] = CHAINING_BEAR; --game.tally; /* Note: There used to be a test here to see whether the * player had blown it so badly that he could never ever see @@ -917,12 +920,12 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - PSPEAK(obj, kk); + pspeak(obj, look, kk); } } } -static bool do_command(FILE *cmdin) +static bool do_command() /* Get and execute a command */ { long V1, V2; @@ -933,9 +936,10 @@ static bool do_command(FILE *cmdin) /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - RSPEAK(EXIT_CLOSED); + rspeak(EXIT_CLOSED); game.newloc = game.loc; - if (!game.panic)game.clock2 = PANICTIME; + if (!game.panic) + game.clock2 = PANICTIME; game.panic = true; } @@ -943,11 +947,11 @@ static bool do_command(FILE *cmdin) * wants to go. If so, the dwarf's blocking his way. If * coming from place forbidden to pirate (dwarves rooted in * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) { + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { for (size_t i = 1; i <= NDWARVES - 1; i++) { if (game.odloc[i] == game.newloc && game.dseen[i]) { game.newloc = game.loc; - RSPEAK(DWARF_BLOCK); + rspeak(DWARF_BLOCK); break; } } @@ -969,23 +973,24 @@ static bool do_command(FILE *cmdin) /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ if (game.wzdark && PCT(35)) { - RSPEAK(PIT_FALL); + 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); + if (TOTING(BEAR)) + rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(command.verb, 1)) + if (playermove(HERE)) return true; else continue; /* back to top of main interpreter loop */ } if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - RSPEAK(SAYS_PLUGH); + rspeak(SAYS_PLUGH); listobjects(); @@ -1004,7 +1009,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - PSPEAK(OYSTER, 1); + pspeak(OYSTER, look, 1); for (size_t i = 1; i <= NOBJECTS; i++) { if (TOTING(i) && game.prop[i] < 0) game.prop[i] = -1 - game.prop[i]; @@ -1015,8 +1020,30 @@ L2600: game.knfloc = 0; /* This is where we get a new command from the user */ - if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X)) - return false; + char* input; + char inputbuf[LINESIZE]; + + for (;;) { + input = get_input(); + if (input == NULL) + return (false); + if (word_count(input) > 2) { + rspeak(TWO_WORDS); + continue; + } + if (strcmp(input, "") != 0) + break; + } + + 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]; /* Every input, check "game.foobar" flag. If zero, nothing's * going on. If pos, make neg. If neg, he skipped a word, @@ -1024,15 +1051,17 @@ L2600: L2607: game.foobar = (game.foobar > 0 ? -game.foobar : 0); ++game.turns; - if (game.turns == game.thresh) { - speak(turn_threshold_messages[game.trndex]); - game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; - ++game.trndex; - game.thresh = -1; - if (game.trndex <= TRNVLS) - game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; + + /* If a turn threshold has been met, apply penalties and tell + * the player about it. */ + for (int i = 0; i < NTHRESHOLDS; ++i) { + if (game.turns == turn_thresholds[i].threshold + 1) { + game.trnluz += turn_thresholds[i].point_loss; + speak(turn_thresholds[i].message); + } } - if (command.verb == SAY && WD2 > 0) + + if (command.verb == SAY && command.wd2 > 0) command.verb = 0; if (command.verb == SAY) { command.part = transitive; @@ -1044,54 +1073,59 @@ L2607: } else lampcheck(); - V1 = VOCAB(WD1, -1); - V2 = VOCAB(WD2, -1); + 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 == 1000 + WATER)) { if (LIQLOC(game.loc) == WATER) { - RSPEAK(FEET_WET); + rspeak(FEET_WET); } else { - RSPEAK(WHERE_QUERY); + rspeak(WHERE_QUERY); } goto L2012; } - if (V1 == ENTER && WD2 > 0) { - WD1 = WD2; - WD1X = WD2X; - wordclear(&WD2); + if (V1 == ENTER && command.wd2 > 0) { + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); } else { - /* FIXME: Magic numbers */ - if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || - (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { - if (AT(V2 - 1000)) - WD2 = MAKEWD(WORD_POUR); + /* 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))) + command.wd2 = token_to_packed("POUR"); } - if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD)) - WD1 = MAKEWD(WORD_CATCH); + if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) + command.wd1 = token_to_packed("CATCH"); } L2620: - if (wordeq(WD1, MAKEWD(WORD_WEST))) { + if (wordeq(command.wd1, token_to_packed("WEST"))) { ++game.iwest; if (game.iwest == 10) - RSPEAK(W_IS_WEST); + rspeak(W_IS_WEST); } - if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) { + if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { if (++igo == 10) - RSPEAK(GO_UNNEEDED); + rspeak(GO_UNNEEDED); } Lookup: - defn = VOCAB(WD1, -1); + packed_to_token(command.wd1, word1); + defn = get_vocab_id(word1); if (defn == -1) { /* Gee, I don't understand. */ - if (fallback_handler(rawbuf)) + if (fallback_handler(inputbuf)) continue; - SETPRM(1, WD1, WD1X); - RSPEAK(DONT_KNOW); + rspeak(DONT_KNOW, command.wd1, command.wd1x); goto L2600; } + /* FIXME: magic numbers related to vocabulary */ kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(command.verb, kmod)) + if (playermove(kmod)) return true; else continue; /* back to top of main interpreter loop */ @@ -1104,18 +1138,18 @@ Lookup: command.verb = kmod; break; case 3: - RSPEAK(kmod); + speak(specials[kmod].message); goto L2012; default: - BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); + BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } Laction: - switch (action(cmdin, command)) { + switch (action(&command)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(command.verb, NUL); + playermove(NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1129,23 +1163,22 @@ Laction: goto Lookup; case GO_WORD2: /* Get second word for analysis. */ - WD1 = WD2; - WD1X = WD2X; - wordclear(&WD2); + command.wd1 = command.wd2; + command.wd1x = command.wd2x; + wordclear(&command.wd2); goto L2620; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - SETPRM(1, WD1, WD1X); - RSPEAK(DO_WHAT); + rspeak(DO_WHAT, command.wd1, command.wd1x); command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ - RSPEAK(DWARVES_AWAKEN); + rspeak(DWARVES_AWAKEN); terminate(endgame); default: - BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); + BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } } }