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:
parent
9475552be4
commit
5f4df123b4
3 changed files with 107 additions and 82 deletions
5
advent.h
5
advent.h
|
@ -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
182
main.c
|
@ -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
2
misc.c
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue