X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=7d688f34f13f061792947e41cb97fcdcf7e299f2;hp=583154451945b0e11535efa6ab041624789621e5;hb=16545a5765a2c1895b06a336db79568acea762c0;hpb=5d6b3aaf629c2e8eb0eb4956acce0462731f6d70 diff --git a/main.c b/main.c index 5831544..7d688f3 100644 --- a/main.c +++ b/main.c @@ -11,6 +11,10 @@ * 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 +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 @@ -965,12 +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; - - command.verb = 0; + 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) { @@ -1030,10 +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 @@ -1056,6 +1068,20 @@ Lclearobj: if (!get_command_input(&command)) return false; +Lclosecheck: +#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()) { @@ -1064,116 +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 */