Refactored; added state property to command struct to notate where in the lifecycle of command processing that the command is.

This commit is contained in:
Aaron Traas 2018-12-05 09:40:09 -05:00
parent 9475552be4
commit 5f4df123b4
3 changed files with 107 additions and 82 deletions

View file

@ -196,11 +196,14 @@ typedef struct {
word_type_t type;
} command_word_t;
typedef enum {EMPTY, RAW, TOKENIZED, GIVEN, PREPROCESSED, PROCESSING, EXECUTED} command_state_t;
typedef struct {
enum speechpart part;
command_word_t word[2];
verb_t verb;
obj_t obj;
obj_t obj;
command_state_t state;
} command_t;
extern struct game_t game;

182
main.c
View file

@ -480,6 +480,26 @@ static void croak(void)
}
}
static void describe_location(void) {
const char* msg = locations[game.loc].description.small;
if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
if (!FORCED(game.loc) && DARK(game.loc)) {
msg = arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR))
rspeak(TAME_BEAR);
speak(msg);
if (game.loc == LOC_Y2 && PCT(25) && !game.closng) // FIXME: magic number
rspeak(SAYS_PLUGH);
}
static bool traveleq(int a, int b)
/* Are two travel entries equal for purposes of skip after failed condition? */
{
@ -497,7 +517,7 @@ static bool traveleq(int a, int b)
* does, game.newloc will be limbo, and game.oldloc will be what killed
* him, so we need game.oldlc2, which is the last place he was
* safe.) */
static void playermove( int motion)
static void playermove(int motion)
{
int scratchloc, travel_entry = tkey[game.loc];
game.newloc = game.loc;
@ -963,24 +983,10 @@ static void listobjects(void)
void clear_command(command_t *cmd)
{
cmd->verb = ACT_NULL;
cmd->part = unknown;
game.oldobj = cmd->obj;
cmd->obj = NO_OBJECT;
}
void close_cleanup_before_command(void)
/* If closing time, check for any objects being toted with
* 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, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = STASHED(i);
}
}
cmd->state = EMPTY;
}
bool preprocess_command(command_t *command)
@ -1045,7 +1051,7 @@ bool preprocess_command(command_t *command)
command->word[0].type = ACTION;
}
}
command->state = PREPROCESSED;
return true;
}
return false;
@ -1055,8 +1061,7 @@ static bool do_command()
/* Get and execute a command */
{
static command_t command;
bool command_given = false;
bool command_executed = false;
command.state = EMPTY;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
@ -1085,76 +1090,84 @@ static bool do_command()
if (!dwarfmove())
croak();
/* Describe the current location and (maybe) get next command. */
for (;;) {
if (game.loc == 0)
croak();
const char* msg = locations[game.loc].description.small;
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
* pitch darkness. */
if (game.wzdark && PCT(35)) {
rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
continue; /* back to top of main interpreter loop */
}
msg = arbitrary_messages[PITCH_DARK];
}
if (TOTING(BEAR))
rspeak(TAME_BEAR);
speak(msg);
if (game.loc == LOC_NOWHERE) {
croak();
}
/* The easiest way to get killed is to fall into a pit in
* pitch darkness. */
if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(35)) { // FIXME: magic number
rspeak(PIT_FALL);
game.oldlc2 = game.loc;
croak();
return true;
}
/* Describe the current location and (maybe) get next command. */
while (command.state != EXECUTED) {
describe_location();
if (FORCED(game.loc)) {
playermove(HERE);
return true;
}
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
listobjects();
/* Command not yet given; keep getting commands from user
* until valid command is both given and executed. */
clear_command(&command);
while (command.state <= GIVEN) {
// Keep getting commands from user until valid command is both given and executed.
do {
// Check some quick-time game state items, get input from user, increment turn,
// and pre-process commands. Keep going until pre-processing is done.
do {
if (game.closed) {
/* If closing time, check for any objects being toted with
* 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.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
game.prop[i] = STASHED(i);
}
}
/* Check to see if the room is dark. If the knife is here,
* and it's dark, the knife permanently disappears */
game.wzdark = DARK(game.loc);
if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
game.knfloc = LOC_NOWHERE;
/* Check some for hints, get input from user, increment
* turn, and pre-process commands. Keep going until
* pre-processing is done. */
while ( command.state < PREPROCESSED ) {
checkhints();
close_cleanup_before_command();
game.wzdark = DARK(game.loc);
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
// Get command input from user
/* Get command input from user */
if (!get_command_input(&command))
return false;
++game.turns;
} while ( !preprocess_command(&command));
command_given = true;
preprocess_command(&command);
}
// check if game is closed
/* check if game is closed, and exit if it is */
if (closecheck() )
return true;
// loop until all words in command are procesed
do {
// assume all words in command are processed, until proven otherwise
command_executed = true;
/* loop until all words in command are procesed */
while (command.state == PREPROCESSED ) {
command.state = PROCESSING;
if (command.word[0].id == WORD_NOT_FOUND) {
/* Gee, I don't understand. */
sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command);
command_given = false;
continue;
}
// Give user hints of shortcuts
/* Give user hints of shortcuts */
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
@ -1168,7 +1181,8 @@ static bool do_command()
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(command.word[0].id);
return true;
command.state = EXECUTED;
continue;
case OBJECT:
command.part = unknown;
command.obj = command.word[0].id;
@ -1184,7 +1198,6 @@ static bool do_command()
if (!settings.oldstyle) {
sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command);
command_given = false;
continue;
}
break;
@ -1194,17 +1207,11 @@ static bool do_command()
switch (action(command)) {
case GO_TERMINATE:
return true;
command.state = EXECUTED;
break;
case GO_MOVE:
playermove(NUL);
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
case GO_CLEAROBJ:
clear_command(&command);
/* FALL THROUGH */
case GO_CHECKHINT:
command_given = false;
command.state = EXECUTED;
break;
case GO_WORD2:
#ifdef GDEBUG
@ -1213,26 +1220,39 @@ static bool do_command()
/* Get second word for analysis. */
command.word[0] = command.word[1];
command.word[1] = empty_command_word;
command_executed = false;
command.state = PREPROCESSED;
break;
case GO_UNKNOWN:
/* Random intransitive verbs come here. Clear obj just in case
* (see attack()). */
command.word[0].raw[0] = toupper(command.word[0].raw[0]);
sspeak(DO_WHAT, command.word[0].raw);
command.obj = 0;
command_given = false;
command.obj = NO_OBJECT;
/* object cleared; we need to go back to the preprocessing step */
command.state = GIVEN;
break;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
clear_command(&command);
break;
case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
break;
case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
command.state = GIVEN;
break;
default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
} while (!command_executed);
} while (!command_given);
}
} /* while command has nob been fully processed */
} /* while command is not yet given */
} /* while command is not executed */
/* command completely executed; we return true. */
return true;
}
/* end */

2
misc.c
View file

@ -511,6 +511,7 @@ static void tokenize(char* raw, command_t *cmd)
/* populate command with parsed vocabulary metadata */
get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type));
get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type));
cmd->state = TOKENIZED;
}
bool get_command_input(command_t *command)
@ -551,6 +552,7 @@ bool get_command_input(command_t *command)
command->word[1].id);
#endif
command->state = GIVEN;
return true;
}