X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=2790696de2ca7f7e5af4ce43d0c1d32f3a5c6910;hp=72c40f39f2ce3aeea0679d8d45258c3f8e028bb5;hb=16a175bbabffe66a68eeab1ca4ac0703553fdf56;hpb=d6dab20801dc0df6c998df927ae325a3dc34fee7 diff --git a/main.c b/main.c index 72c40f3..2790696 100644 --- a/main.c +++ b/main.c @@ -13,39 +13,28 @@ * 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 #include "advent.h" -#include "linenoise/linenoise.h" #include "dungeon.h" #define DIM(a) (sizeof(a)/sizeof(a[0])) -struct game_t game; - -long LNLENG, LNPOSN; -char rawbuf[LINESIZE], INLINE[LINESIZE + 1]; - -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); + if (settings.logfp != NULL) + fflush(settings.logfp); } - exit(0); + exit(EXIT_FAILURE); } // LCOV_EXCL_STOP @@ -53,7 +42,6 @@ static void sig_handler(int signo) * MAIN PROGRAM * * Adventure (rev 2: 20 treasures) -Here's what we think. * * 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 @@ -70,25 +58,26 @@ 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"; + FILE *rfp = NULL; #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) { case 'l': - logfp = fopen(optarg, "w"); - if (logfp == NULL) + settings.logfp = fopen(optarg, "w"); + if (settings.logfp == NULL) fprintf(stderr, "advent: can't open logfile %s for write\n", optarg); signal(SIGINT, sig_handler); break; case 'o': - oldstyle = true; - editline = prompt = false; + settings.oldstyle = true; + settings.prompt = false; break; #ifndef ADVENT_NOSAVE case 'r': @@ -100,9 +89,6 @@ int main(int argc, char *argv[]) signal(SIGINT, sig_handler); break; #endif - case 's': - editline = false; - break; default: fprintf(stderr, usage, argv[0]); @@ -114,32 +100,15 @@ 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 */ - make_zzword(game.zzword); - 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]); if (game.novice) @@ -147,9 +116,10 @@ int main(int argc, char *argv[]) } else { restore(rfp); } +#endif - if (logfp) - fprintf(logfp, "seed %ld\n", seedval); + if (settings.logfp) + fprintf(settings.logfp, "seed %ld\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { @@ -169,8 +139,6 @@ 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 - make_zzword(game.zzword); return true; } return false; @@ -218,7 +186,7 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 4: /* dark */ - if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1) + if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND) break; game.hintlc[hint] = 0; return; @@ -278,7 +246,8 @@ static bool spotted_by_pirate(int i) * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * (game.prop=0). */ - if (game.loc == game.chloc || game.prop[CHEST] >= 0) + if (game.loc == game.chloc || + game.prop[CHEST] >= 0) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -287,10 +256,12 @@ static bool spotted_by_pirate(int i) continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) { + if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || + game.loc == objects[EMERALD].plac)) { continue; } - if (TOTING(treasure) || HERE(treasure)) + if (TOTING(treasure) || + HERE(treasure)) ++snarfed; if (TOTING(treasure)) { movechest = true; @@ -321,7 +292,8 @@ static bool spotted_by_pirate(int i) 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 (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || + game.loc == objects[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) carry(treasure, game.loc); if (TOTING(treasure)) @@ -352,7 +324,9 @@ 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, COND_NOARRR)) + if (game.loc == 0 || + FORCED(game.loc) || + CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -366,7 +340,9 @@ 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, COND_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++) { @@ -374,9 +350,12 @@ 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); @@ -401,30 +380,38 @@ static bool dwarfmove(void) kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = T_DESTINATION(travel[kk]); + 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 >= DIM(tk) - 1 || - game.newloc == game.dloc[i] || - FORCED(game.newloc) || - (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || - T_NODWARVES(travel[kk])); - 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].stop); + (!travel[kk++].stop); tk[j] = game.odloc[i]; if (j >= 2) --j; j = 1 + randrange(j); 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); + game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || + (game.dloc[i] == game.loc || + game.odloc[i] == game.loc); if (!game.dseen[i]) continue; game.dloc[i] = game.loc; @@ -495,7 +482,8 @@ 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 (game.numdie == NDEATHS || + !yes(query, yes_response, arbitrary_messages[OK_MAN])) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; @@ -513,6 +501,13 @@ 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 @@ -521,14 +516,14 @@ static void croak(void) * 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. @@ -546,10 +541,10 @@ static bool playermove( int motion) if (spk == 0) { int te_tmp = 0; for (;;) { - scratchloc = T_DESTINATION(travel[travel_entry]); + scratchloc = travel[travel_entry].dest; if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) + if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion) te_tmp = travel_entry; } if (!travel[travel_entry].stop) { @@ -560,7 +555,7 @@ static bool playermove( int motion) travel_entry = te_tmp; if (travel_entry == 0) { rspeak(NOT_CONNECTED); - return true; + return; } } @@ -570,7 +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 @@ -581,11 +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; @@ -595,7 +590,8 @@ static bool playermove( int motion) /* 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 (;;) { - if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion) + if (T_TERMINATE(travel[travel_entry]) || + travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { /* Couldn't find an entry matching the motion word passed @@ -603,18 +599,23 @@ static bool playermove( int motion) int spk = CANT_APPLY; if (motion >= EAST && motion <= NW) spk = BAD_DIRECTION; - if (motion == UP || motion == DOWN) + if (motion == UP || + motion == DOWN) spk = BAD_DIRECTION; - if (motion == FORWARD || motion == LEFT || motion == RIGHT) + if (motion == FORWARD || + motion == LEFT || + motion == RIGHT) spk = UNSURE_FACING; - if (motion == OUTSIDE || motion == INSIDE) + if (motion == OUTSIDE || + motion == INSIDE) spk = NO_INOUT_HERE; - if (motion == XYZZY || motion == PLUGH) + if (motion == XYZZY || + motion == PLUGH) spk = NOTHING_HAPPENS; if (motion == CRAWL) spk = WHICH_WAY; rspeak(spk); - return true; + return; } ++travel_entry; } @@ -622,20 +623,23 @@ static bool playermove( int motion) /* (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 { for (;;) { /* L12 loop */ for (;;) { - long cond = T_CONDITION(travel[travel_entry]); + 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)) + if (cond == 0 || + PCT(cond)) break; /* else fall through */ } /* YAML [with OBJ] clause */ - if (TOTING(arg) || (cond > 200 && AT(arg))) + if (TOTING(arg) || + (cond > 200 && AT(arg))) break; /* else fall through to check [not OBJ STATE] */ } else if (game.prop[arg] != cond / 100 - 3) @@ -649,20 +653,20 @@ static bool playermove( int motion) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; } /* Found an eligible rule, now execute it */ - game.newloc = T_DESTINATION(travel[travel_entry]); + 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) { @@ -673,11 +677,12 @@ static bool playermove( int motion) * 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))) { + 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 * emerald (only use special travel if toting @@ -691,7 +696,7 @@ static bool playermove( int motion) BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE ++te_tmp; } while - (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp])); + (traveleq(travel_entry, te_tmp)); travel_entry = te_tmp; continue; /* goto L12 */ case 3: @@ -704,31 +709,31 @@ static bool playermove( int motion) * 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, look, 1); - game.prop[TROLL] = 0; + if (game.prop[TROLL] == TROLL_PAIDONCE) { + pspeak(TROLL, look, TROLL_PAIDONCE, true); + 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; + return; } else { game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc; - if (game.prop[TROLL] == 0) - game.prop[TROLL] = 1; + if (game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) - return true; + return; rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = 1; - game.prop[TROLL] = 2; + game.prop[CHASM] = BRIDGE_WRECKED; + game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); game.fixed[BEAR] = -1; 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 @@ -778,7 +783,7 @@ static bool closecheck(void) * have been activated, since we've found chest. */ if (game.clock1 == 0) { game.prop[GRATE] = GRATE_CLOSED; - game.prop[FISSURE] = 0; + game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; game.dloc[i] = 0; @@ -790,8 +795,8 @@ static bool closecheck(void) juggle(CHASM); if (game.prop[BEAR] != BEAR_DEAD) DESTROY(BEAR); - game.prop[CHAIN] = 0; - game.fixed[CHAIN] = 0; + game.prop[CHAIN] = CHAIN_HEAP; + game.fixed[CHAIN] = CHAIN_HEAP; game.prop[AXE] = 0; game.fixed[AXE] = 0; rspeak(CAVE_CLOSING); @@ -893,8 +898,8 @@ 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. */ { @@ -910,8 +915,10 @@ static void listobjects(void) 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 @@ -931,7 +938,7 @@ static void listobjects(void) int kk = game.prop[obj]; if (obj == STEPS && game.loc == game.fixed[STEPS]) kk = 1; - pspeak(obj, look, kk); + pspeak(obj, look, kk, true); } } } @@ -939,7 +946,6 @@ 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; @@ -978,7 +984,8 @@ static bool do_command() if (game.loc == 0) croak(); const char* msg = locations[game.loc].description.small; - if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0) + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == 0) msg = locations[game.loc].description.big; if (!FORCED(game.loc) && DARK(game.loc)) { /* The easiest way to get killed is to fall into a pit in @@ -995,10 +1002,8 @@ static bool do_command() rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(MOT_1)) - 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); @@ -1020,7 +1025,7 @@ L2600: * tick game.clock1 unless well into cave (and not at Y2). */ if (game.closed) { if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) - pspeak(OYSTER, look, 1); + 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]; @@ -1032,6 +1037,8 @@ L2600: /* This is where we get a new command from the user */ char* input; + char inputbuf[LINESIZE]; + for (;;) { input = get_input(); if (input == NULL) @@ -1043,12 +1050,18 @@ L2600: if (strcmp(input, "") != 0) break; } - long tokens[4]; - tokenize(input, tokens); - command.wd1 = tokens[0]; - command.wd1x = tokens[1]; - command.wd2 = tokens[2]; - command.wd2x = tokens[3]; + + strncpy(inputbuf, input, LINESIZE - 1); + free(input); + + 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, @@ -1066,7 +1079,7 @@ 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; @@ -1078,13 +1091,8 @@ 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 == 1000 + WATER)) { + if (command.id1 == ENTER && (command.id2 == STREAM || + command.id2 == PROMOTE_WORD(WATER))) { if (LIQLOC(game.loc) == WATER) { rspeak(FEET_WET); } else { @@ -1092,18 +1100,19 @@ 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 */ - if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) || - (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) { - if (AT(V2 - 1000)) + /* 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 (V1 == 1000 + CAGE && V2 == 1000 + 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: @@ -1119,20 +1128,19 @@ 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(input)) + 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; @@ -1142,7 +1150,7 @@ Lookup: command.verb = kmod; break; case 3: - rspeak(specials[kmod].message); + speak(specials[kmod].message); goto L2012; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE @@ -1168,13 +1176,15 @@ 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: @@ -1184,7 +1194,6 @@ Laction: default: BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } - linenoiseFree(input); } }