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:
parent
b5badcacc8
commit
50efa22849
4 changed files with 89 additions and 68 deletions
34
actions.c
34
actions.c
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@ -185,13 +185,13 @@ static int bigwords(long id)
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* Look up foo in special section of vocab to determine which word we've got.
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* Look up foo in special section of vocab to determine which word we've got.
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* Last word zips the eggs back to the giant room (unless already there). */
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* Last word zips the eggs back to the giant room (unless already there). */
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{
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{
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if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
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if ((game.foobar == WORD_EMPTY && id == FEE) ||
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(game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
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(game.foobar == FEE && id == FIE) ||
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(game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
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(game.foobar == FIE && id == FOE) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
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(game.foobar == FOE && id == FOO) ||
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(game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
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(game.foobar == FOE && id == FUM)) {
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game.foobar = id;
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game.foobar = id;
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if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
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if ((id != FOO) && (id != FUM)) {
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rspeak(OK_MAN);
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rspeak(OK_MAN);
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return GO_CLEAROBJ;
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return GO_CLEAROBJ;
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}
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}
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@ -1127,16 +1127,18 @@ static int say(struct command_t *command)
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}
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}
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char word1[TOKLEN + 1];
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char word1[TOKLEN + 1];
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packed_to_token(command->wd1, word1);
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packed_to_token(command->wd1, word1);
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int wd = (int) get_vocab_id(word1);
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long wd;
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if (wd == MOTION_WORD(XYZZY) ||
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enum wordtype type;
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wd == MOTION_WORD(PLUGH) ||
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get_vocab_metadata(word1, &wd, &type);
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wd == MOTION_WORD(PLOVER) ||
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if (wd == XYZZY ||
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wd == ACTION_WORD(FEE) ||
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wd == PLUGH ||
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wd == ACTION_WORD(FIE) ||
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wd == PLOVER ||
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wd == ACTION_WORD(FOE) ||
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wd == FEE ||
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wd == ACTION_WORD(FOO) ||
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wd == FIE ||
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wd == ACTION_WORD(FUM) ||
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wd == FOE ||
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wd == ACTION_WORD(PART)) {
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wd == FOO ||
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wd == FUM ||
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wd == PART) {
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/* FIXME: scribbles on the interpreter's command block */
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/* FIXME: scribbles on the interpreter's command block */
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wordclear(&command->wd2);
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wordclear(&command->wd2);
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return GO_LOOKUP;
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return GO_LOOKUP;
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13
advent.h
13
advent.h
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@ -69,13 +69,6 @@
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
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#define BUG(x) bug(x, #x)
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#define BUG(x) bug(x, #x)
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#define MOTION_WORD(n) ((n) + 0)
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#define OBJECT_WORD(n) ((n) + 1000)
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#define ACTION_WORD(n) ((n) + 2000)
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#define SPECIAL_WORD(n) ((n) + 3000)
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#define PROMOTE_WORD(n) ((n) + 1000)
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#define DEMOTE_WORD(n) ((n) - 1000)
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enum bugtype {
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enum bugtype {
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
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@ -94,6 +87,8 @@ enum termination {endgame, quitgame, scoregame};
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enum speechpart {unknown, intransitive, transitive};
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enum speechpart {unknown, intransitive, transitive};
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enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
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/* Phase codes for action returns.
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/* Phase codes for action returns.
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* These were at one time FORTRAN line numbers.
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* These were at one time FORTRAN line numbers.
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* The values don't matter, but perturb their order at your peril.
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* The values don't matter, but perturb their order at your peril.
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@ -200,6 +195,8 @@ struct command_t {
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long id1;
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long id1;
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long id2;
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long id2;
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char raw1[LINESIZE], raw2[LINESIZE];
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char raw1[LINESIZE], raw2[LINESIZE];
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enum wordtype type1;
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enum wordtype type2;
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};
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};
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extern struct game_t game;
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extern struct game_t game;
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@ -225,7 +222,7 @@ extern int get_motion_vocab_id(const char*);
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extern int get_object_vocab_id(const char*);
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extern int get_object_vocab_id(const char*);
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extern int get_action_vocab_id(const char*);
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extern int get_action_vocab_id(const char*);
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extern int get_special_vocab_id(const char*);
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extern int get_special_vocab_id(const char*);
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extern long get_vocab_id(const char*);
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extern void get_vocab_metadata(const char*, long*, enum wordtype*);
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extern void juggle(obj_t);
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extern void juggle(obj_t);
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extern void move(obj_t, loc_t);
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extern void move(obj_t, loc_t);
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extern long put(obj_t, long, long);
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extern long put(obj_t, long, long);
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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->wd1, word1);
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packed_to_token(command->wd2, word2);
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packed_to_token(command->wd2, word2);
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command->id1 = get_vocab_id(word1);
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get_vocab_metadata(word1, &(command->id1), &(command->type1));
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command->id2 = get_vocab_id(word2);
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get_vocab_metadata(word2, &(command->id2), &(command->type2));
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return true;
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return true;
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}
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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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static bool do_command()
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/* Get and execute a command */
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/* Get and execute a command */
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{
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{
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long kmod, defn;
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static struct command_t command;
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static struct command_t command;
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char word1[TOKLEN + 1];
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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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lampcheck();
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if (command.id1 == ENTER && (command.id2 == STREAM ||
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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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if (LIQLOC(game.loc) == WATER)
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rspeak(FEET_WET);
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rspeak(FEET_WET);
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else
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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.id1 = command.id2;
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command.id2 = WORD_EMPTY;
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command.id2 = WORD_EMPTY;
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} else {
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} else {
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/* FIXME: Magic numbers related to vocabulary */
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if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
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if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
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if (AT(command.id2))
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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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command.wd2 = token_to_packed("POUR");
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command.wd2 = token_to_packed("POUR");
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}
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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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command.wd1 = token_to_packed("CATCH");
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}
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}
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Lookup:
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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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rspeak(GO_UNNEEDED);
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}
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}
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packed_to_token(command.wd1, word1);
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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 (defn == WORD_NOT_FOUND) {
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if (fallback_handler(command))
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if (fallback_handler(command))
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continue;
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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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sspeak(DONT_KNOW, command.raw1);
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goto Lclearobj;
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goto Lclearobj;
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}
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}
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/* FIXME: magic numbers related to vocabulary */
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switch (type) {
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kmod = MOD(defn, 1000);
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case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
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switch (defn / 1000) {
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case MOTION:
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case 0:
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playermove(defn);
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playermove(kmod);
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return true;
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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.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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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.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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break;
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case 3:
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case SPECIAL:
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speak(specials[kmod].message);
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speak(specials[defn].message);
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goto Lclearobj;
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goto Lclearobj;
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default:
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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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BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
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44
misc.c
44
misc.c
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@ -523,37 +523,61 @@ int get_special_vocab_id(const char* word)
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return (WORD_NOT_FOUND);
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return (WORD_NOT_FOUND);
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}
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}
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long get_vocab_id(const char* word)
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void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
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// Search the vocab categories in order for the supplied word.
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{
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{
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/* Check for an empty string */
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/* Check for an empty string */
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if (strncmp(word, "", sizeof("")) == 0)
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if (strncmp(word, "", sizeof("")) == 0)
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return (WORD_EMPTY);
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{
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*id = WORD_EMPTY;
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*type = NO_WORD_TYPE;
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return;
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}
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long ref_num;
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long ref_num;
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/* FIXME: Magic numbers related to vocabulary */
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ref_num = get_motion_vocab_id(word);
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ref_num = get_motion_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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if (ref_num != WORD_NOT_FOUND)
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return MOTION_WORD(ref_num);
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{
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*id = ref_num;
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*type = MOTION;
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return;
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}
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ref_num = get_object_vocab_id(word);
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ref_num = get_object_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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if (ref_num != WORD_NOT_FOUND)
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return OBJECT_WORD(ref_num);
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{
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*id = ref_num;
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*type = OBJECT;
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return;
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}
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ref_num = get_action_vocab_id(word);
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ref_num = get_action_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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if (ref_num != WORD_NOT_FOUND)
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return ACTION_WORD(ref_num);
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{
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*id = ref_num;
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*type = ACTION;
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return;
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}
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ref_num = get_special_vocab_id(word);
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ref_num = get_special_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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if (ref_num != WORD_NOT_FOUND)
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return SPECIAL_WORD(ref_num);
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{
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*id = ref_num;
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*type = SPECIAL;
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return;
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}
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// Check for the reservoir magic word.
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// Check for the reservoir magic word.
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if (strcasecmp(word, game.zzword) == 0)
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if (strcasecmp(word, game.zzword) == 0)
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return ACTION_WORD(PART);
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{
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*id = PART;
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*type = ACTION;
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return;
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}
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return (WORD_NOT_FOUND);
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*id = WORD_NOT_FOUND;
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*type = NO_WORD_TYPE;
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return;
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}
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}
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void juggle(obj_t object)
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void juggle(obj_t object)
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