Introduce command encapsulation structure.

This commit is contained in:
Eric S. Raymond 2017-06-20 16:04:50 -04:00
parent 6c4f140333
commit 7a3f3ec7a6
3 changed files with 85 additions and 79 deletions

118
actions.c
View file

@ -995,14 +995,14 @@ static int wave(token_t verb, token_t obj)
}
}
int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
int action(FILE *input, struct command_t command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
{
token_t spk = ACTSPK[verb];
token_t spk = ACTSPK[command.verb];
if (part == unknown) {
if (command.part == unknown) {
/* Analyse an object word. See if the thing is here, whether
* we've got a verb yet, and so on. Object must be here
* unless verb is "find" or "invent(ory)" (and no new verb
@ -1010,35 +1010,35 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
* they are never actually dropped at any location, but might
* be here inside the bottle or urn or as a feature of the
* location. */
if (HERE(obj))
if (HERE(command.obj))
/* FALL THROUGH */;
else if (obj == GRATE) {
else if (command.obj == GRATE) {
if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
obj = DPRSSN;
command.obj = DPRSSN;
if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
obj = ENTRNC;
if (obj != GRATE)
command.obj = ENTRNC;
if (command.obj != GRATE)
return GO_MOVE;
} else if (obj == DWARF && ATDWRF(game.loc) > 0)
} else if (command.obj == DWARF && ATDWRF(game.loc) > 0)
/* FALL THROUGH */;
else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
else if ((LIQUID() == command.obj && HERE(BOTTLE)) || command.obj == LIQLOC(game.loc))
/* FALL THROUGH */;
else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
obj = URN;
else if (command.obj == OIL && HERE(URN) && game.prop[URN] != 0) {
command.obj = URN;
/* FALL THROUGH */;
} else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
obj = PLANT2;
} else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
command.obj = PLANT2;
/* FALL THROUGH */;
} else if (obj == KNIFE && game.knfloc == game.loc) {
} else if (command.obj == KNIFE && game.knfloc == game.loc) {
game.knfloc = -1;
spk = KNIVES_VANISH;
RSPEAK(spk);
return GO_CLEAROBJ;
} else if (obj == ROD && HERE(ROD2)) {
obj = ROD2;
} else if (command.obj == ROD && HERE(ROD2)) {
command.obj = ROD2;
/* FALL THROUGH */;
} else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
} else if ((command.verb == FIND || command.verb == INVENT) && WD2 <= 0)
/* FALL THROUGH */;
else {
SETPRM(1, WD1, WD1X);
@ -1048,36 +1048,36 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
if (WD2 > 0)
return GO_WORD2;
if (verb != 0)
part = transitive;
if (command.verb != 0)
command.part = transitive;
}
switch (part) {
switch (command.part) {
case intransitive:
if (WD2 > 0 && verb != SAY)
if (WD2 > 0 && command.verb != SAY)
return GO_WORD2;
if (verb == SAY)obj = WD2;
if (obj == 0 || obj == INTRANSITIVE) {
if (command.verb == SAY)command.obj = WD2;
if (command.obj == 0 || command.obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */
switch (verb - 1) {
switch (command.verb - 1) {
case 0: /* CARRY */
return carry(verb, INTRANSITIVE);
return carry(command.verb, INTRANSITIVE);
case 1: /* DROP */
return GO_UNKNOWN;
case 2: /* SAY */
return GO_UNKNOWN;
case 3: /* UNLOC */
return lock(verb, INTRANSITIVE);
return lock(command.verb, INTRANSITIVE);
case 4: { /* NOTHI */
RSPEAK(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
return lock(verb, INTRANSITIVE);
return lock(command.verb, INTRANSITIVE);
case 6: /* LIGHT */
return light(verb, INTRANSITIVE);
return light(command.verb, INTRANSITIVE);
case 7: /* EXTIN */
return extinguish(verb, INTRANSITIVE);
return extinguish(command.verb, INTRANSITIVE);
case 8: /* WAVE */
return GO_UNKNOWN;
case 9: /* CALM */
@ -1087,13 +1087,13 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
return attack(input, verb, obj);
return attack(input, command.verb, command.obj);
case 12: /* POUR */
return pour(verb, obj);
return pour(command.verb, command.obj);
case 13: /* EAT */
return eat(verb, INTRANSITIVE);
return eat(command.verb, INTRANSITIVE);
case 14: /* DRINK */
return drink(verb, obj);
return drink(command.verb, command.obj);
case 15: /* RUB */
return GO_UNKNOWN;
case 16: /* TOSS */
@ -1107,7 +1107,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
case 20: /* FEED */
return GO_UNKNOWN;
case 21: /* FILL */
return fill(verb, obj);
return fill(command.verb, command.obj);
case 22: /* BLAST */
blast();
return GO_CLEAROBJ;
@ -1119,7 +1119,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
case 25: /* BRIEF */
return brief();
case 26: /* READ */
return read(verb, INTRANSITIVE);
return read(command.verb, INTRANSITIVE);
case 27: /* BREAK */
return GO_UNKNOWN;
case 28: /* WAKE */
@ -1129,7 +1129,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
case 30: /* RESU */
return resume();
case 31: /* FLY */
return fly(verb, INTRANSITIVE);
return fly(command.verb, INTRANSITIVE);
case 32: /* LISTE */
return listen();
case 33: /* ZZZZ */
@ -1140,27 +1140,27 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
/* FALLTHRU */
case transitive:
/* Analyse a transitive verb. */
switch (verb - 1) {
switch (command.verb - 1) {
case 0: /* CARRY */
return carry(verb, obj);
return carry(command.verb, command.obj);
case 1: /* DROP */
return discard(verb, obj, false);
return discard(command.verb, command.obj, false);
case 2: /* SAY */
return say();
case 3: /* UNLOC */
return lock(verb, obj);
return lock(command.verb, command.obj);
case 4: { /* NOTHI */
RSPEAK(OK_MAN);
return (GO_CLEAROBJ);
}
case 5: /* LOCK */
return lock(verb, obj);
return lock(command.verb, command.obj);
case 6: /* LIGHT */
return light(verb, obj);
return light(command.verb, command.obj);
case 7: /* EXTI */
return extinguish(verb, obj);
return extinguish(command.verb, command.obj);
case 8: /* WAVE */
return wave(verb, obj);
return wave(command.verb, command.obj);
case 9: { /* CALM */
RSPEAK(spk);
return GO_CLEAROBJ;
@ -1170,29 +1170,29 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
return GO_CLEAROBJ;
}
case 11: /* ATTAC */
return attack(input, verb, obj);
return attack(input, command.verb, command.obj);
case 12: /* POUR */
return pour(verb, obj);
return pour(command.verb, command.obj);
case 13: /* EAT */
return eat(verb, obj);
return eat(command.verb, command.obj);
case 14: /* DRINK */
return drink(verb, obj);
return drink(command.verb, command.obj);
case 15: /* RUB */
return rub(verb, obj);
return rub(command.verb, command.obj);
case 16: /* TOSS */
return throw (input, verb, obj);
return throw (input, command.verb, command.obj);
case 17: { /* QUIT */
RSPEAK(spk);
return GO_CLEAROBJ;
}
case 18: /* FIND */
return find(verb, obj);
return find(command.verb, command.obj);
case 19: /* INVEN */
return find(verb, obj);
return find(command.verb, command.obj);
case 20: /* FEED */
return feed(verb, obj);
return feed(command.verb, command.obj);
case 21: /* FILL */
return fill(verb, obj);
return fill(command.verb, command.obj);
case 22: /* BLAST */
blast();
return GO_CLEAROBJ;
@ -1209,11 +1209,11 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
return GO_CLEAROBJ;
}
case 26: /* READ */
return read(verb, obj);
return read(command.verb, command.obj);
case 27: /* BREAK */
return vbreak(verb, obj);
return vbreak(command.verb, command.obj);
case 28: /* WAKE */
return wake(verb, obj);
return wake(command.verb, command.obj);
case 29: { /* SUSP */
RSPEAK(spk);
return GO_CLEAROBJ;
@ -1223,7 +1223,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
return GO_CLEAROBJ;
}
case 31: /* FLY */
return fly(verb, obj);
return fly(command.verb, command.obj);
case 32: { /* LISTE */
RSPEAK(spk);
return GO_CLEAROBJ;