X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=a558f7eb21100751c726778d0ae2acd1bcfc5659;hp=e365e1fc0a6f81dbf0330deeccfe93d390c0c93e;hb=fb86d64b20f05e5a2920ba76fb908486c8a67ba0;hpb=50efa22849c73c3b43e5005e6ddafc5f0027464a diff --git a/main.c b/main.c index e365e1f..a558f7e 100644 --- a/main.c +++ b/main.c @@ -397,7 +397,7 @@ static bool dwarfmove(void) else if (j > 1 && game.newloc == tk[j - 1]) continue; else if (j >= DIM(tk) - 1) - /* This can't actually happen. */ + /* This can't actually happen. */ continue; // LCOV_EXCL_LINE else if (game.newloc == game.dloc[i]) continue; @@ -487,8 +487,8 @@ static void croak(void) * death and exit. */ rspeak(DEATH_CLOSING); terminate(endgame); - } else if (game.numdie == NDEATHS || - !yes(query, yes_response, arbitrary_messages[OK_MAN])) + } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN]) + || game.numdie == NDEATHS) terminate(endgame); else { game.place[WATER] = game.place[OIL] = LOC_NOWHERE; @@ -540,40 +540,39 @@ static void playermove( int motion) motion = game.oldlc2; game.oldlc2 = game.oldloc; game.oldloc = game.loc; - int spk = 0; - if (motion == game.loc) - spk = FORGOT_PATH; - if (CNDBIT(game.loc, COND_NOBACK)) - spk = TWIST_TURN; - if (spk == 0) { - int te_tmp = 0; - for (;;) { - enum desttype_t desttype = travel[travel_entry].desttype; - scratchloc = travel[travel_entry].destval; - if (desttype != dest_goto || scratchloc != motion) { - if (desttype == dest_goto) { - if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion) - te_tmp = travel_entry; - } - if (!travel[travel_entry].stop) { - ++travel_entry; /* go to next travel entry for this location */ - continue; - } - /* we've reached the end of travel entries for game.loc */ - travel_entry = te_tmp; - if (travel_entry == 0) { - rspeak(NOT_CONNECTED); - return; - } - } + if (CNDBIT(game.loc, COND_NOBACK)) { + rspeak(TWIST_TURN); + return; + } + if (motion == game.loc) { + rspeak(FORGOT_PATH); + return; + } - motion = travel[travel_entry].motion; - travel_entry = tkey[game.loc]; - break; /* fall through to ordinary travel */ + int te_tmp = 0; + for (;;) { + enum desttype_t desttype = travel[travel_entry].desttype; + scratchloc = travel[travel_entry].destval; + if (desttype != dest_goto || scratchloc != motion) { + if (desttype == dest_goto) { + if (FORCED(scratchloc) && travel[tkey[scratchloc]].destval == motion) + te_tmp = travel_entry; + } + if (!travel[travel_entry].stop) { + ++travel_entry; /* go to next travel entry for this location */ + continue; + } + /* we've reached the end of travel entries for game.loc */ + travel_entry = te_tmp; + if (travel_entry == 0) { + rspeak(NOT_CONNECTED); + return; + } } - } else { - rspeak(spk); - return; + + motion = travel[travel_entry].motion; + travel_entry = tkey[game.loc]; + break; /* fall through to ordinary travel */ } } else if (motion == LOOK) { /* Look. Can't give more detail. Pretend it wasn't dark @@ -899,7 +898,7 @@ static void lampcheck(void) * lamp give out. When it gets close, we come here to warn him. * First following arm checks if the lamp and fresh batteries are * here, in which case we replace the batteries and continue. - * Second is for other cases of lamp dying. Eve after it goes + * Second is for other cases of lamp dying. Even after it goes * out, he can explore outside for a while if desired. */ if (game.limit <= WARNTIME) { if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { @@ -1124,21 +1123,35 @@ Lclosecheck: } if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) { command.id1 = command.id2; + command.type1 = command.type2; + strncpy(command.raw1, command.raw2, LINESIZE - 1); command.id2 = WORD_EMPTY; + command.type2 = NO_WORD_TYPE; + strncpy(command.raw2, "", LINESIZE - 1); } else { - if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) { + if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) { if (AT(command.id2)) + { + command.id2 = POUR; + command.type2 = ACTION; + strncpy(command.raw2, "POUR", LINESIZE - 1); command.wd2 = token_to_packed("POUR"); + } } if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD)) + { + command.id1 = CARRY; + command.type1 = ACTION; + strncpy(command.raw2, "CATCH", LINESIZE - 1); command.wd1 = token_to_packed("CATCH"); + } } Lookup: if (strncasecmp(command.raw1, "west", sizeof("west")) == 0) { if (++game.iwest == 10) rspeak(W_IS_WEST); } - if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && !wordempty(command.wd2)) { + if (strncasecmp(command.raw1, "go", sizeof("go")) == 0 && command.id2 != WORD_EMPTY) { if (++game.igo == 10) rspeak(GO_UNNEEDED); } @@ -1146,7 +1159,7 @@ Lookup: long defn; enum wordtype type; get_vocab_metadata(word1, &defn, &type); - if (defn == WORD_NOT_FOUND) { + if (command.id1 == WORD_NOT_FOUND) { if (fallback_handler(command)) continue; /* Gee, I don't understand. */ @@ -1154,20 +1167,20 @@ Lookup: goto Lclearobj; } switch (type) { - case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing + case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing case MOTION: - playermove(defn); + playermove(command.id1); return true; case OBJECT: command.part = unknown; - command.obj = defn; + command.obj = command.id1; break; case ACTION: command.part = intransitive; command.verb = defn; break; case SPECIAL: - speak(specials[defn].message); + speak(specials[command.id1].message); goto Lclearobj; default: BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE @@ -1187,10 +1200,14 @@ Lookup: goto Lookup; case GO_WORD2: /* Get second word for analysis. */ - command.wd1 = command.wd2; - strncpy(command.raw1, command.raw2, LINESIZE - 1); + command.id1 = command.id2; + command.type1 = command.type2; + strncpy(command.raw1, command.raw2, LINESIZE - 1); + command.wd1 = command.wd2; + command.id2 = WORD_EMPTY; + command.type2 = NO_WORD_TYPE; + command.raw2[0] = '\0'; wordclear(&command.wd2); - command.raw2[0] = '\0'; goto Lookup; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case