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.
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parent
b5badcacc8
commit
50efa22849
4 changed files with 89 additions and 68 deletions
40
main.c
40
main.c
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@ -1006,8 +1006,8 @@ static bool get_command_input(struct command_t *command)
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packed_to_token(command->wd1, word1);
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packed_to_token(command->wd2, word2);
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command->id1 = get_vocab_id(word1);
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command->id2 = get_vocab_id(word2);
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get_vocab_metadata(word1, &(command->id1), &(command->type1));
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get_vocab_metadata(word2, &(command->id2), &(command->type2));
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return true;
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}
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@ -1015,7 +1015,6 @@ static bool get_command_input(struct command_t *command)
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static bool do_command()
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/* Get and execute a command */
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{
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long kmod, defn;
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static struct command_t command;
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char word1[TOKLEN + 1];
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@ -1115,7 +1114,7 @@ Lclosecheck:
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lampcheck();
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if (command.id1 == ENTER && (command.id2 == STREAM ||
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command.id2 == PROMOTE_WORD(WATER))) {
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command.id2 == WATER)) {
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if (LIQLOC(game.loc) == WATER)
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rspeak(FEET_WET);
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else
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@ -1127,13 +1126,11 @@ Lclosecheck:
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command.id1 = command.id2;
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command.id2 = WORD_EMPTY;
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} else {
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/* FIXME: Magic numbers related to vocabulary */
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if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
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(command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
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if (AT(DEMOTE_WORD(command.id2)))
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if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
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if (AT(command.id2))
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command.wd2 = token_to_packed("POUR");
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}
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if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
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if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
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command.wd1 = token_to_packed("CATCH");
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}
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Lookup:
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@ -1146,7 +1143,9 @@ Lookup:
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rspeak(GO_UNNEEDED);
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}
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packed_to_token(command.wd1, word1);
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defn = get_vocab_id(word1);
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long defn;
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enum wordtype type;
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get_vocab_metadata(word1, &defn, &type);
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if (defn == WORD_NOT_FOUND) {
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if (fallback_handler(command))
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continue;
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@ -1154,22 +1153,21 @@ Lookup:
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sspeak(DONT_KNOW, command.raw1);
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goto Lclearobj;
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}
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/* FIXME: magic numbers related to vocabulary */
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kmod = MOD(defn, 1000);
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switch (defn / 1000) {
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case 0:
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playermove(kmod);
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switch (type) {
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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case MOTION:
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playermove(defn);
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return true;
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case 1:
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case OBJECT:
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command.part = unknown;
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command.obj = kmod;
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command.obj = defn;
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break;
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case 2:
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case ACTION:
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command.part = intransitive;
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command.verb = kmod;
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command.verb = defn;
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break;
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case 3:
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speak(specials[kmod].message);
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case SPECIAL:
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speak(specials[defn].message);
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goto Lclearobj;
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default:
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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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