Proof of cobcept for state defines.

It is now possible in the YAML to declare defines for all state values
associated with an object.  This are visible in the C code and can be used
to replace magic numbers.
This commit is contained in:
Eric S. Raymond 2017-06-23 14:07:44 -04:00
parent 6bd1c356e2
commit 2848494a01
4 changed files with 52 additions and 30 deletions

View file

@ -242,10 +242,11 @@ static int carry(token_t verb, token_t obj)
}
if (obj == WATER || obj == OIL) {
if (!HERE(BOTTLE) || LIQUID() != obj) {
if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
return (fill(verb, BOTTLE));
else {
if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
if (game.prop[BOTTLE] != EMPTY_BOTTLE)
spk = BOTTLE_FULL;
if (!TOTING(BOTTLE))spk = NO_CONTAINER;
rspeak(spk);
return GO_CLEAROBJ;
@ -356,7 +357,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
} else if (obj == COINS && HERE(VEND)) {
DESTROY(COINS);
DROP(BATTERY, game.loc);
pspeak(BATTERY, 0);
pspeak(BATTERY, FRESH_BATTERIES);
return GO_CLEAROBJ;
} else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
rspeak(BIRD_BURNT);
@ -402,7 +403,7 @@ static int drink(token_t verb, token_t obj)
if (obj != BLOOD) {
if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
game.prop[BOTTLE] = 1;
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[WATER] = LOC_NOWHERE;
spk = BOTTLE_EMPTY;
}
@ -534,7 +535,7 @@ int fill(token_t verb, token_t obj)
return GO_CLEAROBJ;
}
game.place[k] = LOC_NOWHERE;
game.prop[BOTTLE] = 1;
game.prop[BOTTLE] = EMPTY_BOTTLE;
if (k == OIL)game.prop[URN] = 1;
spk = WATER_URN + game.prop[URN];
rspeak(spk);
@ -552,6 +553,7 @@ int fill(token_t verb, token_t obj)
if (LIQUID() != 0)
spk = BOTTLE_FULL;
if (spk == BOTTLED_WATER) {
/* FIXME: Arithmetic on property values */
game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
k = LIQUID();
if (TOTING(BOTTLE))
@ -756,7 +758,7 @@ static int pour(token_t verb, token_t obj)
}
if (HERE(URN) && game.prop[URN] == 0)
return fill(verb, URN);
game.prop[BOTTLE] = 1;
game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[obj] = LOC_NOWHERE;
spk = GROUND_WET;
if (!(AT(PLANT) || AT(DOOR))) {

View file

@ -64,8 +64,10 @@
#
# objects: Each item contains a description for use in the inventory command
# and one or more messages describing the object in different states.
# If the inventory desription begins with "*" the object is dungeon
# furniture that cannot be taken or carried.
# If a state message is a tuple then the first element is made the name
# of a #define viible to the code for the associayed state, numbered
# from zero upwards. If the inventory desription begins with "*" the
# object is dungeon furniture that cannot be taken or carried.
#
# obituaries: Death messages and reincarnation queries. Order is
# significant, they're used in succession as the player racks up
@ -1343,7 +1345,7 @@ arbitrary_messages: !!omap
- PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
- REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
- MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
- MISSING_BATTERIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
- REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
- OGRE_QUERY: 'Do you need help dealing with the ogre?'
- CLUE_QUERY: 'Hmmm, this looks like a clue, which means it''ll cost you 10 points to\nread it. Should I go ahead and read it anyway?'
@ -1574,9 +1576,9 @@ object_descriptions: !!omap
- OBJ_20:
inventory: 'Small bottle'
longs:
- 'There is a bottle of water here.'
- 'There is an empty bottle here.'
- 'There is a bottle of oil here.'
- [WATER_BOTTLE, 'There is a bottle of water here.']
- [EMPTY_BOTTLE, 'There is an empty bottle here.']
- [OIL_BOTTLE, 'There is a bottle of oil here.']
- OBJ_21:
inventory: 'Water in the bottle'
longs: !!null
@ -1676,8 +1678,8 @@ object_descriptions: !!omap
- OBJ_39:
inventory: 'Batteries'
longs:
- 'There are fresh batteries here.'
- 'Some worn-out batteries have been discarded nearby.'
- [FRESH_BATTERIES, 'There are fresh batteries here.']
- [DEAD_BATTERIES, 'Some worn-out batteries have been discarded nearby.']
- OBJ_40:
inventory: '*carpet and/or moss and/or curtains'
longs: !!null
@ -1764,10 +1766,10 @@ object_descriptions: !!omap
- OBJ_58:
inventory: 'Ming vase'
longs:
- 'There is a delicate, precious, ming vase here!'
- 'The vase is now resting, delicately, on a velvet pillow.'
- 'The floor is littered with worthless shards of pottery.'
- 'The ming vase drops with a delicate crash.'
- [VASE_WHOLE, 'There is a delicate, precious, ming vase here!']
- [VASE_RESTING, 'The vase is now resting, delicately, on a velvet pillow.']
- [VASE_BROKEN, 'The floor is littered with worthless shards of pottery.']
- [VASE_DROPS, 'The ming vase drops with a delicate crash.']
- OBJ_59:
inventory: 'Egg-sized emerald'
longs:

9
main.c
View file

@ -799,7 +799,7 @@ 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[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
OBJTXT[OYSTER] = 3;
@ -848,9 +848,9 @@ 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)) {
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
game.prop[BATTERY] = DEAD_BATTERIES;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
game.limit += BATTERYLIFE;
@ -865,7 +865,8 @@ static void lampcheck(void)
game.lmwarn = true;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
if (game.prop[BATTERY] == DEAD_BATTERIES)
spk = MISSING_BATTERIES;
rspeak(spk);
}
}

View file

@ -8,6 +8,8 @@ yaml_name = "adventure.yaml"
h_name = "newdb.h"
c_name = "newdb.c"
statedefines = ""
h_template = """/* Generated from adventure.yaml - do not hand-hack! */
#ifndef NEWDB_H
#define NEWDB_H
@ -65,7 +67,6 @@ extern turn_threshold_t turn_thresholds[];
extern obituary_t obituaries[];
extern hint_t hints[];
extern long conditions[];
extern const size_t CLSSES;
extern const int maximum_deaths;
extern const int turn_threshold_count;
@ -83,6 +84,9 @@ enum object_descriptions_refs {{
{}
}};
/* State definitions */
{}
#endif /* end NEWDB_H */
"""
@ -223,9 +227,21 @@ def get_object_descriptions(obj):
if item[1]["longs"] == None:
longs_str = " " * 12 + "NULL,"
else:
labels = []
for l_msg in item[1]["longs"]:
if not isinstance(l_msg, str):
labels.append(l_msg)
l_msg = l_msg[1]
longs_str += " " * 12 + make_c_string(l_msg) + ",\n"
longs_str = longs_str[:-1] # trim trailing newline
if labels:
global statedefines
statedefines += "/* States for %s */\n" % item[0]
for (i, (label, message)) in enumerate(labels):
if len(message) >= 45:
message = message[:45] + "..."
statedefines += "#define %s\t%d /* %s */\n" % (label, i, message)
statedefines += "\n"
obj_str += template.format(i_msg, longs_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
@ -290,13 +306,6 @@ if __name__ == "__main__":
with open(yaml_name, "r") as f:
db = yaml.load(f)
h = h_template.format(
len(db["hints"]),
get_refs(db["arbitrary_messages"]),
get_refs(db["locations"]),
get_refs(db["object_descriptions"]),
)
c = c_template.format(
h_name,
get_arbitrary_messages(db["arbitrary_messages"]),
@ -312,6 +321,14 @@ if __name__ == "__main__":
len(db["turn_thresholds"]),
)
h = h_template.format(
len(db["hints"]),
get_refs(db["arbitrary_messages"]),
get_refs(db["locations"]),
get_refs(db["object_descriptions"]),
statedefines,
)
with open(h_name, "w") as hf:
hf.write(h)