Express word type with an enum instead of magic numbers.

* Make a cleaner function for getting vocab metadata.
* Get rid of magic numbers.
* Purge get_vocab_id().
* Abolish the *_WORD() macros.
* Add FIXME comment on some ugliness.
This commit is contained in:
Jason S. Ninneman 2017-07-11 17:44:06 -07:00
parent b5badcacc8
commit 50efa22849
4 changed files with 89 additions and 68 deletions

40
main.c
View file

@ -1006,8 +1006,8 @@ static bool get_command_input(struct command_t *command)
packed_to_token(command->wd1, word1);
packed_to_token(command->wd2, word2);
command->id1 = get_vocab_id(word1);
command->id2 = get_vocab_id(word2);
get_vocab_metadata(word1, &(command->id1), &(command->type1));
get_vocab_metadata(word2, &(command->id2), &(command->type2));
return true;
}
@ -1015,7 +1015,6 @@ static bool get_command_input(struct command_t *command)
static bool do_command()
/* Get and execute a command */
{
long kmod, defn;
static struct command_t command;
char word1[TOKLEN + 1];
@ -1115,7 +1114,7 @@ Lclosecheck:
lampcheck();
if (command.id1 == ENTER && (command.id2 == STREAM ||
command.id2 == PROMOTE_WORD(WATER))) {
command.id2 == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
@ -1127,13 +1126,11 @@ Lclosecheck:
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
/* 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)))
if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
if (AT(command.id2))
command.wd2 = token_to_packed("POUR");
}
if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
Lookup:
@ -1146,7 +1143,9 @@ Lookup:
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
defn = get_vocab_id(word1);
long defn;
enum wordtype type;
get_vocab_metadata(word1, &defn, &type);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
@ -1154,22 +1153,21 @@ Lookup:
sspeak(DONT_KNOW, command.raw1);
goto Lclearobj;
}
/* FIXME: magic numbers related to vocabulary */
kmod = MOD(defn, 1000);
switch (defn / 1000) {
case 0:
playermove(kmod);
switch (type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(defn);
return true;
case 1:
case OBJECT:
command.part = unknown;
command.obj = kmod;
command.obj = defn;
break;
case 2:
case ACTION:
command.part = intransitive;
command.verb = kmod;
command.verb = defn;
break;
case 3:
speak(specials[kmod].message);
case SPECIAL:
speak(specials[defn].message);
goto Lclearobj;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE