Major cleanups. Pre-process loop back in main loop, pre-processing abstracted into a function that makes sense.

This commit is contained in:
Aaron Traas 2018-11-20 11:21:54 -05:00
parent b84a2392a1
commit 9475552be4
2 changed files with 178 additions and 180 deletions

239
main.c
View file

@ -449,7 +449,6 @@ static bool dwarfmove(void)
* building (and heaven help him if he tries to xyzzy back into the * building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just * cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */ * "retreat". */
static void croak(void) static void croak(void)
/* Okay, he's dead. Let's get on with it. */ /* Okay, he's dead. Let's get on with it. */
{ {
@ -498,7 +497,6 @@ static bool traveleq(int a, int b)
* does, game.newloc will be limbo, and game.oldloc will be what killed * 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 * him, so we need game.oldlc2, which is the last place he was
* safe.) */ * safe.) */
static void playermove( int motion) static void playermove( int motion)
{ {
int scratchloc, travel_entry = tkey[game.loc]; int scratchloc, travel_entry = tkey[game.loc];
@ -744,6 +742,50 @@ static void playermove( int motion)
(false); (false);
} }
static void lampcheck(void)
/* Check game limit and lamp timers */
{
if (game.prop[LAMP] == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn him.
* First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = DEAD_BATTERIES;
#ifdef __unused__
/* This code from the original game seems to have been faulty.
* No tests ever passed the guard, and with the guard removed
* the game hangs when the lamp limit is reached.
*/
if (TOTING(BATTERY))
drop(BATTERY, game.loc);
#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
if (game.prop[BATTERY] == DEAD_BATTERIES)
rspeak(MISSING_BATTERIES);
else if (game.place[BATTERY] == LOC_NOWHERE)
rspeak(LAMP_DIM);
else
rspeak(GET_BATTERIES);
}
}
if (game.limit == 0) {
game.limit = -1;
game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
}
}
static bool closecheck(void) static bool closecheck(void)
/* Handle the closing of the cave. The cave closes "clock1" turns /* Handle the closing of the cave. The cave closes "clock1" turns
* after the last treasure has been located (including the pirate's * after the last treasure has been located (including the pirate's
@ -811,7 +853,7 @@ static bool closecheck(void)
rspeak(CAVE_CLOSING); rspeak(CAVE_CLOSING);
game.clock1 = -1; game.clock1 = -1;
game.closng = true; game.closng = true;
return true; return game.closed;
} else if (game.clock1 < 0) } else if (game.clock1 < 0)
--game.clock2; --game.clock2;
if (game.clock2 == 0) { if (game.clock2 == 0) {
@ -860,56 +902,13 @@ static bool closecheck(void)
rspeak(CAVE_CLOSED); rspeak(CAVE_CLOSED);
game.closed = true; game.closed = true;
return true; return game.closed;
} }
lampcheck();
return false; return false;
} }
static void lampcheck(void)
/* Check game limit and lamp timers */
{
if (game.prop[LAMP] == LAMP_BRIGHT)
--game.limit;
/* Another way we can force an end to things is by having the
* lamp give out. When it gets close, we come here to warn him.
* First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
* Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
rspeak(REPLACE_BATTERIES);
game.prop[BATTERY] = DEAD_BATTERIES;
#ifdef __unused__
/* This code from the original game seems to have been faulty.
* No tests ever passed the guard, and with the guard removed
* the game hangs when the lamp limit is reached.
*/
if (TOTING(BATTERY))
drop(BATTERY, game.loc);
#endif
game.limit += BATTERYLIFE;
game.lmwarn = false;
} else if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
if (game.prop[BATTERY] == DEAD_BATTERIES)
rspeak(MISSING_BATTERIES);
else if (game.place[BATTERY] == LOC_NOWHERE)
rspeak(LAMP_DIM);
else
rspeak(GET_BATTERIES);
}
}
if (game.limit == 0) {
game.limit = -1;
game.prop[LAMP] = LAMP_DARK;
if (HERE(LAMP))
rspeak(LAMP_OUT);
}
}
static void listobjects(void) static void listobjects(void)
/* Print out descriptions of objects at this location. If /* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off * not closing and property value is negative, tally off
@ -968,28 +967,12 @@ void clear_command(command_t *cmd)
cmd->obj = NO_OBJECT; cmd->obj = NO_OBJECT;
} }
/* void close_cleanup_before_command(void)
* This function probably does too many disparate things. It checks for hints, /* If closing time, check for any objects being toted with
* sees if the gamed is closed, checks for darkness, gets user input, increments
* the turns in the game state, checks to see if we should be closing, gets the
* command input, and preprocesses some implied verbs in the case that the user
* put in a single word motion or object command.
*
* This was the lesser evil -- it got rid of a really nasty goto in the main
* input parser/state transition engine. This should be refactored further.
*/
bool get_preprocessed_command_input(command_t *command)
{
bool preprocessed = false;
do {
preprocessed = true;
checkhints();
/* If closing time, check for any objects being toted with
* game.prop < 0 and stash them. This way objects won't be * game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down * described until they've been picked up and put down
* separate from their respective piles. */ * separate from their respective piles. */
{
if (game.closed) { if (game.closed) {
if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1); pspeak(OYSTER, look, true, 1);
@ -998,47 +981,41 @@ bool get_preprocessed_command_input(command_t *command)
game.prop[i] = STASHED(i); game.prop[i] = STASHED(i);
} }
} }
game.wzdark = DARK(game.loc); }
if (game.knfloc > 0 && game.knfloc != game.loc)
game.knfloc = 0;
// Get command input from user
if (!get_command_input(command))
return false;
#ifdef GDEBUG
/* Needs to stay synced with enum word_type_t */
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
/* needs to stay synced with enum speechpart */
const char *roles[] = {"unknown", "intransitive", "transitive"};
printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
roles[command->part],
types[command->word[0].type],
command->word[0].id,
types[command->word[1].type],
command->word[1].id);
#endif
++game.turns;
if (closecheck()) {
if (game.closed)
return false;
} else
lampcheck();
bool preprocess_command(command_t *command)
/* Pre-processes a command input to see if we need to tease out a few specific cases:
* - "enter water" or "enter stream":
* wierd specific case that gets the user wet, and then kicks us back to get another command
* - <object> <verb>:
* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
* furtherprocessing.
* - "grate":
* If in location with grate, we move to that grate. If we're in a number of other places,
* we move to the entrance.
* - "water plant", "oil plant", "water door", "oil door":
* Change to "pour water" or "pour oil" based on context
* - "cage bird":
* If bird is present, we change to "carry bird"
*
* Returns true if pre-processing is complete, and we're ready to move to the primary command
* processing, false otherwise. */
{
if (command->word[0].type == MOTION && command->word[0].id == ENTER if (command->word[0].type == MOTION && command->word[0].id == ENTER
&& (command->word[1].id == STREAM || command->word[1].id == WATER)) { && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER) if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET); rspeak(FEET_WET);
else else
rspeak(WHERE_QUERY); rspeak(WHERE_QUERY);
} else {
clear_command(command); if (command->word[0].type == OBJECT) {
preprocessed = false; /* From OV to VO form */
if (command->word[1].type == ACTION) {
command_word_t stage = command->word[0];
command->word[0] = command->word[1];
command->word[1] = stage;
} }
if (command->word[0].type == OBJECT) {
if (command->word[0].id == GRATE) { if (command->word[0].id == GRATE) {
command->word[0].type = MOTION; command->word[0].type = MOTION;
if (game.loc == LOC_START || if (game.loc == LOC_START ||
@ -1047,7 +1024,6 @@ bool get_preprocessed_command_input(command_t *command)
command->word[0].id = DEPRESSION; command->word[0].id = DEPRESSION;
} }
if (game.loc == LOC_COBBLE || if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS || game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD || game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD || game.loc == LOC_BIRD ||
@ -1055,7 +1031,8 @@ bool get_preprocessed_command_input(command_t *command)
command->word[0].id = ENTRANCE; command->word[0].id = ENTRANCE;
} }
} }
if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) { if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
(command->word[1].id == PLANT || command->word[1].id == DOOR)) {
if (AT(command->word[1].id)) { if (AT(command->word[1].id)) {
command->word[1] = command->word[0]; command->word[1] = command->word[0];
command->word[0].id = POUR; command->word[0].id = POUR;
@ -1067,20 +1044,13 @@ bool get_preprocessed_command_input(command_t *command)
command->word[0].id = CARRY; command->word[0].id = CARRY;
command->word[0].type = ACTION; command->word[0].type = ACTION;
} }
/* From OV to VO form */
if (command->word[0].type == OBJECT && command->word[1].type == ACTION) {
command_word_t stage = command->word[0];
command->word[0] = command->word[1];
command->word[1] = stage;
} }
}
} while (preprocessed == false);
return true; return true;
}
return false;
} }
static bool do_command() static bool do_command()
/* Get and execute a command */ /* Get and execute a command */
{ {
@ -1116,11 +1086,7 @@ static bool do_command()
croak(); croak();
/* Describe the current location and (maybe) get next command. */ /* Describe the current location and (maybe) get next command. */
for (;;) { for (;;) {
command_given = false;
command_executed = false;
if (game.loc == 0) if (game.loc == 0)
croak(); croak();
const char* msg = locations[game.loc].description.small; const char* msg = locations[game.loc].description.small;
@ -1151,17 +1117,44 @@ static bool do_command()
listobjects(); listobjects();
clear_command(&command); clear_command(&command);
// Keep getting commands from user until valid command is both given and executed.
do { do {
// Get pre-processed command input from user // Check some quick-time game state items, get input from user, increment turn,
command_given = get_preprocessed_command_input(&command); // and pre-process commands. Keep going until pre-processing is done.
if (!command_given) do {
return game.closed; 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
if (!get_command_input(&command))
return false;
++game.turns;
} while ( !preprocess_command(&command));
command_given = true;
// check if game is closed
if (closecheck() )
return true;
// loop until all words in command are procesed // loop until all words in command are procesed
do { do {
// assume all words in command are processed, until proven otherwise // assume all words in command are processed, until proven otherwise
command_executed = true; command_executed = true;
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
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10) if (++game.iwest == 10)
rspeak(W_IS_WEST); rspeak(W_IS_WEST);
@ -1170,13 +1163,6 @@ static bool do_command()
if (++game.igo == 10) if (++game.igo == 10)
rspeak(GO_UNNEEDED); rspeak(GO_UNNEEDED);
} }
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;
break;
}
switch (command.word[0].type) { switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
@ -1199,13 +1185,13 @@ static bool do_command()
sspeak(DONT_KNOW, command.word[0].raw); sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command); clear_command(&command);
command_given = false; command_given = false;
continue;
} }
break; break;
default: // LCOV_EXCL_LINE default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
} }
if (command_given) {
switch (action(command)) { switch (action(command)) {
case GO_TERMINATE: case GO_TERMINATE:
return true; return true;
@ -1244,7 +1230,6 @@ static bool do_command()
default: // LCOV_EXCL_LINE default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
} }
}
} while (!command_executed); } while (!command_executed);
} while (!command_given); } while (!command_given);
} }

13
misc.c
View file

@ -538,6 +538,19 @@ bool get_command_input(command_t *command)
tokenize(inputbuf, command); tokenize(inputbuf, command);
#ifdef GDEBUG
/* Needs to stay synced with enum word_type_t */
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
/* needs to stay synced with enum speechpart */
const char *roles[] = {"unknown", "intransitive", "transitive"};
printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
roles[command->part],
types[command->word[0].type],
command->word[0].id,
types[command->word[1].type],
command->word[1].id);
#endif
return true; return true;
} }