X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=main.c;h=f0dbb3a988fe7461a6ecccddfa7463f27467f3d8;hp=53da082da6566c933b6696149ddb0cb57e11ed4a;hb=5cdaa301dcf6ececc1d2a9e340d8da698a9f55d8;hpb=38970a1c98b3b9cd3e74c240e6662f090849758a diff --git a/main.c b/main.c index 53da082..f0dbb3a 100644 --- a/main.c +++ b/main.c @@ -9,9 +9,8 @@ * 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*), - * and for the offensive globals. Applying the Structured Program - * Theorem can be hard. + * in this file - there used to be over 350 of them, *everywhere*). + * Applying the Structured Program Theorem can be hard. */ #include @@ -20,6 +19,7 @@ #include #include #include +#include #include "advent.h" #include "dungeon.h" @@ -85,7 +85,6 @@ 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: @@ -115,6 +114,10 @@ int main(int argc, char *argv[]) } else { restore(rfp); } +#else + game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]); + if (game.novice) + game.limit = NOVICELIMIT; #endif if (settings.logfp) @@ -129,20 +132,6 @@ int main(int argc, char *argv[]) terminate(quitgame); } -static bool fallback_handler(char *buf) -/* fallback handler for commands not handled by FORTRANish parser */ -{ - long sv; - 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). */ @@ -177,9 +166,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 3: /* maze */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0 && + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT && game.holdng > 1) break; game.hintlc[hint] = 0; @@ -197,9 +186,9 @@ static void checkhints(void) game.hintlc[hint] = 0; return; case 7: /* woods */ - if (game.atloc[game.loc] == 0 && - game.atloc[game.oldloc] == 0 && - game.atloc[game.oldlc2] == 0) + if (game.atloc[game.loc] == NO_OBJECT && + game.atloc[game.oldloc] == NO_OBJECT && + game.atloc[game.oldlc2] == NO_OBJECT) break; return; case 8: /* ogre */ @@ -216,9 +205,8 @@ 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 */ @@ -239,13 +227,14 @@ static bool spotted_by_pirate(int i) if (i != PIRATE) return false; - /* The pirate's spotted him. He leaves him alone once we've + /* The pirate's spotted him. Pirate leaves him alone once we've * found chest. K counts if a treasure is here. If not, and * tally=1 for an unseen chest, let the pirate be spotted. Note * 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) + * (game.prop[CHEST] == STATE_FOUND). */ + if (game.loc == game.chloc || + game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -254,10 +243,12 @@ 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; @@ -288,8 +279,9 @@ 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 (AT(treasure) && game.fixed[treasure] == 0) + if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || + game.loc == objects[EMERALD].plac))) { + if (AT(treasure) && game.fixed[treasure] == IS_FREE) carry(treasure, game.loc); if (TOTING(treasure)) drop(treasure, game.chloc); @@ -304,22 +296,23 @@ 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 * very different except for motion rules. */ - /* First off, don't let the dwarves follow him into a pit or - * a wall. Activate the whole mess the first time he gets as - * far as the hall of mists (loc 15). If game.newloc is - * forbidden to pirate (in particular, if it's beyond the + /* First off, don't let the dwarves follow him into a pit or a + * wall. Activate the whole mess the first time he gets as far + * as the Hall of Mists (what INDEEP() tests). If game.newloc + * is forbidden to pirate (in particular, if it's beyond the * troll bridge), bypass dwarf stuff. That way pirate can't * steal return toll, and dwarves can't meet the bear. Also * 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)) + * c'est la vie. They'll wait for him outside the dead end. */ + if (game.loc == LOC_NOWHERE || + FORCED(game.loc) || + CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -330,10 +323,12 @@ static bool dwarfmove(void) } /* When we encounter the first dwarf, we kill 0, 1, or 2 of - * the 5 dwarves. If any of the survivors is at loc, + * the 5 dwarves. If any of the survivors is at game.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++) { @@ -371,9 +366,10 @@ static bool dwarfmove(void) kk = tkey[game.dloc[i]]; if (kk != 0) do { - game.newloc = travel[kk].dest; + enum desttype_t desttype = travel[kk].desttype; + game.newloc = travel[kk].destval; /* Have we avoided a dwarf encounter? */ - if (SPECIAL(game.newloc)) + if (desttype != dest_goto) continue; else if (!INDEEP(game.newloc)) continue; @@ -382,7 +378,8 @@ 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)) @@ -400,7 +397,9 @@ static bool dwarfmove(void) 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; @@ -417,9 +416,7 @@ 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. */ + /* Now we know what's happening. Let's tell the poor sucker about it. */ if (game.dtotal == 0) return true; rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal); @@ -432,7 +429,7 @@ 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; @@ -463,6 +460,8 @@ 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; const char* query = obituaries[game.numdie].query; const char* yes_response = obituaries[game.numdie].yes_response; ++game.numdie; @@ -471,7 +470,8 @@ 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; @@ -484,16 +484,18 @@ static void croak(void) drop(i, (i == LAMP) ? LOC_START : game.oldlc2); } } - game.loc = LOC_BUILDING; - game.oldloc = game.loc; + game.oldloc = game.loc = game.newloc = LOC_BUILDING; } } -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].cond == travel[b].cond) - && (travel[a].dest == travel[b].dest); + return (travel[a].condtype == travel[b].condtype) + && (travel[a].condarg1 == travel[b].condarg1) + && (travel[a].condarg2 == travel[b].condarg2) + && (travel[a].desttype == travel[b].desttype) + && (travel[a].destval == travel[b].destval); } /* Given the current location in "game.loc", and a motion verb number in @@ -504,14 +506,14 @@ static bool traveleq(long a, long b) * 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. @@ -521,39 +523,39 @@ static bool 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 (;;) { - scratchloc = travel[travel_entry].dest; - if (scratchloc != motion) { - if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == 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 true; - } - } + 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 true; + + 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 @@ -564,11 +566,11 @@ 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; @@ -578,26 +580,45 @@ 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 * in. Various messages depending on word given. */ - int spk = CANT_APPLY; - 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; + switch (motion) { + case EAST: + case WEST: + case SOUTH: + case NORTH: + case NE: + case NW: + case SW: + case SE: + case UP: + case DOWN: + rspeak(BAD_DIRECTION); + break; + case FORWARD: + case LEFT: + case RIGHT: + rspeak(UNSURE_FACING); + break; + case OUTSIDE: + case INSIDE: + rspeak(NO_INOUT_HERE); + break; + case XYZZY: + case PLUGH: + rspeak(NOTHING_HAPPENS); + break; + case CRAWL: + rspeak(WHICH_WAY); + break; + default: + rspeak(CANT_APPLY); + } + return; } ++travel_entry; } @@ -605,29 +626,31 @@ 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 = travel[travel_entry].cond; - long arg = MOD(cond, 100); - if (!SPECIAL(cond)) { + enum condtype_t condtype = travel[travel_entry].condtype; + long condarg1 = travel[travel_entry].condarg1; + long condarg2 = travel[travel_entry].condarg2; + if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ - if (cond <= 100) { - if (cond == 0 || PCT(cond)) + if (condtype == cond_goto || condtype == cond_pct) { + if (condarg1 == 0 || + PCT(condarg1)) break; /* else fall through */ } /* YAML [with OBJ] clause */ - if (TOTING(arg) || (cond > 200 && AT(arg))) + else if (TOTING(condarg1) || + (condtype == cond_with && AT(condarg1))) break; /* else fall through to check [not OBJ STATE] */ - } else if (game.prop[arg] != cond / 100 - 3) + } else if (game.prop[condarg1] != condarg2) break; /* 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 @@ -638,83 +661,87 @@ static bool playermove( int motion) } /* Found an eligible rule, now execute it */ - game.newloc = travel[travel_entry].dest; - if (!SPECIAL(game.newloc)) - return true; + enum desttype_t desttype = travel[travel_entry].desttype; + game.newloc = travel[travel_entry].destval; + if (desttype == dest_goto) + return; - if (game.newloc > 500) { + if (desttype == dest_speak) { /* Execute a speak rule */ - rspeak(L_SPEAK(game.newloc)); + rspeak(game.newloc); game.newloc = game.loc; - return true; + return; } else { - game.newloc -= SPECIALBASE; switch (game.newloc) { case 1: - /* Travel 301. Plover-alcove passage. Can carry only + /* Special travel 1. 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 == LOC_PLOVER) + ? LOC_ALCOVE + : LOC_PLOVER; + 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 + /* Special travel 2. 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[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: - /* 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. */ + /* Special travel 3. 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]=TROLL_PAIDONCE, he's crossed + * since paying, so step out and block him. + * (standard travel entries check for + * game.prop[TROLL]=TROLL_UNPAID.) Special stuff + * for bear. */ 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(TROLL2, LOC_NOWHERE); + move(TROLL2 + NOBJECTS, IS_FREE); 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] == TROLL_UNPAID) game.prop[TROLL] = TROLL_PAIDONCE; if (!TOTING(BEAR)) - return true; - rspeak(BRIDGE_COLLAPSE); - game.prop[CHASM] = BRIDGE_WRECKED; + return; + state_change(CHASM, BRIDGE_WRECKED); game.prop[TROLL] = TROLL_GONE; drop(BEAR, game.newloc); - game.fixed[BEAR] = -1; + game.fixed[BEAR] = IS_FIXED; game.prop[BEAR] = BEAR_DEAD; game.oldlc2 = game.newloc; croak(); - return true; + return; } - default: + default: // LCOV_EXCL_LINE BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE } } @@ -744,6 +771,16 @@ static bool closecheck(void) * problems arise from the use of negative prop numbers to suppress * the object descriptions until he's actually moved the objects. */ { + /* 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); + } + } + + /* Don't tick game.clock1 unless well into cave (and not at Y2). */ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; @@ -765,19 +802,19 @@ static bool closecheck(void) game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { game.dseen[i] = false; - game.dloc[i] = 0; + game.dloc[i] = LOC_NOWHERE; } - move(TROLL, 0); - move(TROLL + NOBJECTS, 0); + move(TROLL, LOC_NOWHERE); + move(TROLL + NOBJECTS, IS_FREE); 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; + game.fixed[CHAIN] = IS_FREE; + game.prop[AXE] = AXE_HERE; + game.fixed[AXE] = IS_FREE; rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; @@ -801,10 +838,10 @@ static bool closecheck(void) * could cause trouble, such as the keys). We describe the * flash of light and trundle back. */ 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[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY); + game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND); + game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK); + game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND); game.prop[DWARF] = put(DWARF, LOC_NE, 0); game.loc = LOC_NE; game.oldloc = LOC_NE; @@ -814,13 +851,13 @@ static bool closecheck(void) 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[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED); + game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED); + game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND); + game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND); + game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND); - game.prop[MIRROR] = put(MIRROR, LOC_NE, 0); + game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND); game.fixed[MIRROR] = LOC_SW; for (int i = 1; i <= NOBJECTS; i++) { @@ -846,30 +883,37 @@ 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 && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { - rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = DEAD_BATTERIES; - if (TOTING(BATTERY)) - drop(BATTERY, game.loc); - game.limit += BATTERYLIFE; - game.lmwarn = false; - } else if (game.limit == 0) { + 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)) { + game.lmwarn = true; + if (game.prop[BATTERY] == DEAD_BATTERIES) + rspeak(MISSING_BATTERIES); + else if (game.place[BATTERY] == LOC_NOWHERE) + rspeak(LAMP_DIM); + else + rspeak(GET_BATTERIES); + } + } + if (game.limit == 0) { game.limit = -1; game.prop[LAMP] = LAMP_DARK; if (HERE(LAMP)) 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] == DEAD_BATTERIES) - spk = MISSING_BATTERIES; - rspeak(spk); - } } } @@ -885,7 +929,7 @@ 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)) @@ -893,7 +937,7 @@ static void listobjects(void) if (game.prop[obj] < 0) { if (game.closed) continue; - game.prop[obj] = 0; + game.prop[obj] = STATE_FOUND; if (obj == RUG) game.prop[RUG] = RUG_DRAGON; if (obj == CHAIN) @@ -915,8 +959,10 @@ static void listobjects(void) * (so goes the rationalisation). */ } int kk = game.prop[obj]; - if (obj == STEPS && game.loc == game.fixed[STEPS]) - kk = 1; + if (obj == STEPS) + kk = (game.loc == game.fixed[STEPS]) + ? STEPS_UP + : STEPS_DOWN; pspeak(obj, look, kk, true); } } @@ -925,11 +971,7 @@ 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; - command.verb = 0; + static command_t command; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { @@ -964,7 +1006,8 @@ 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 @@ -981,168 +1024,161 @@ static bool do_command() rspeak(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(HERE)) - 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); listobjects(); -L2012: - command.verb = 0; +Lclearobj: game.oldobj = command.obj; - command.obj = 0; -L2600: checkhints(); /* If closing time, check for any objects being toted with - * game.prop < 0 and set the prop to -1-game.prop. This way - * objects won't be described until they've been picked up - * and put down separate from their respective piles. Don't - * tick game.clock1 unless well into cave (and not at Y2). */ + * 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] = -1 - game.prop[i]; + game.prop[i] = STASHED(i); } } game.wzdark = DARK(game.loc); if (game.knfloc > 0 && game.knfloc != game.loc) game.knfloc = 0; - /* This is where we get a new command from the user */ - char* input; - char inputbuf[LINESIZE]; + /* Preserve state from last command for reuse when required */ + command_t preserve = command; + + // Get command input from user + if (!get_command_input(&command)) + return false; + +#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("Preserve: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n", + roles[preserve.part], + types[preserve.word[0].type], + preserve.word[0].id, + types[preserve.word[1].type], + preserve.word[1].id); + 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 - for (;;) { - input = get_input(); - if (input == NULL) - return (false); - if (word_count(input) > 2) { - rspeak(TWO_WORDS); - continue; - } - if (strcmp(input, "") != 0) - break; - } + /* Handle of objectless action followed by actionless object */ + if (preserve.word[0].type == ACTION && preserve.word[1].type == NO_WORD_TYPE && command.word[1].id == 0) + command.verb = preserve.verb; - 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, - * so make it zero. */ -L2607: - game.foobar = (game.foobar > 0 ? -game.foobar : 0); - ++game.turns; +#ifdef BROKEN + /* Handling of actionless object followed by objectless action */ + if (preserve.type1 == OBJECT && preserve.type2 == NO_WORD_TYPE && command.id2 == 0) + command.obj = preserve.obj; +#endif - /* 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); - } - } + ++game.turns; - if (command.verb == SAY && command.wd2 > 0) - command.verb = 0; - if (command.verb == SAY) { - command.part = transitive; - goto Laction; - } if (closecheck()) { if (game.closed) return true; } 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 == PROMOTE_WORD(WATER))) { - if (LIQLOC(game.loc) == 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 { + else rspeak(WHERE_QUERY); - } - goto L2012; + + goto Lclearobj; } - if (V1 == ENTER && command.wd2 > 0) { - command.wd1 = command.wd2; - command.wd1x = command.wd2x; - wordclear(&command.wd2); - } else { - /* 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 (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 || + 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; + } + + /* 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; } - if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD)) - command.wd1 = token_to_packed("CATCH"); } -L2620: - if (wordeq(command.wd1, token_to_packed("WEST"))) { - ++game.iwest; - if (game.iwest == 10) + +Lookup: + if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { + if (++game.iwest == 10) rspeak(W_IS_WEST); } - if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) { - if (++igo == 10) + if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) { + if (++game.igo == 10) rspeak(GO_UNNEEDED); } -Lookup: - packed_to_token(command.wd1, word1); - defn = get_vocab_id(word1); - if (defn == -1) { + if (command.word[0].id == WORD_NOT_FOUND) { /* Gee, I don't understand. */ - if (fallback_handler(inputbuf)) - continue; - rspeak(DONT_KNOW, command.wd1, command.wd1x); - goto L2600; + sspeak(DONT_KNOW, command.word[0].raw); + goto Lclearobj; } - /* 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 */ - case 1: + 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 = kmod; + command.obj = command.word[0].id; break; - case 2: - command.part = intransitive; - command.verb = kmod; + case ACTION: + if (command.word[1].type == NUMERIC) + command.part = transitive; + else + command.part = intransitive; + command.verb = command.word[0].id; break; - case 3: - speak(specials[kmod].message); - goto L2012; - default: + case NUMERIC: // LCOV_EXCL_LINE + default: // LCOV_EXCL_LINE BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE } - -Laction: - switch (action(&command)) { + switch (action(command)) { case GO_TERMINATE: return true; case GO_MOVE: @@ -1150,31 +1186,28 @@ Laction: return true; case GO_TOP: continue; /* back to top of main interpreter loop */ - case GO_CLEAROBJ: - goto L2012; - case GO_CHECKHINT: - goto L2600; - case GO_CHECKFOO: - goto L2607; - case GO_LOOKUP: - goto Lookup; case GO_WORD2: +#ifdef GDEBUG + printf("Word shift\n"); +#endif /* GDEBUG */ /* Get second word for analysis. */ - command.wd1 = command.wd2; - command.wd1x = command.wd2x; - wordclear(&command.wd2); - goto L2620; + command.word[0] = command.word[1]; + command.word[1] = empty_command_word; + goto Lookup; case GO_UNKNOWN: /* Random intransitive verbs come here. Clear obj just in case * (see attack()). */ - rspeak(DO_WHAT, command.wd1, command.wd1x); + command.word[0].raw[0] = toupper(command.word[0].raw[0]); + sspeak(DO_WHAT, command.word[0].raw); command.obj = 0; - goto L2600; + // Fallthrough + case GO_CLEAROBJ: + goto Lclearobj; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ rspeak(DWARVES_AWAKEN); terminate(endgame); - default: + default: // LCOV_EXCL_LINE BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } }