Major cleanups. Pre-process loop back in main loop, pre-processing abstracted into a function that makes sense.
This commit is contained in:
parent
b84a2392a1
commit
9475552be4
2 changed files with 178 additions and 180 deletions
239
main.c
239
main.c
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@ -449,7 +449,6 @@ static bool dwarfmove(void)
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* building (and heaven help him if he tries to xyzzy back into the
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* building (and heaven help him if he tries to xyzzy back into the
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* cave without the lamp!). game.oldloc is zapped so he can't just
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* cave without the lamp!). game.oldloc is zapped so he can't just
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* "retreat". */
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* "retreat". */
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static void croak(void)
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static void croak(void)
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/* Okay, he's dead. Let's get on with it. */
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/* Okay, he's dead. Let's get on with it. */
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{
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{
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@ -498,7 +497,6 @@ static bool traveleq(int a, int b)
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* does, game.newloc will be limbo, and game.oldloc will be what killed
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* does, game.newloc will be limbo, and game.oldloc will be what killed
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* him, so we need game.oldlc2, which is the last place he was
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* him, so we need game.oldlc2, which is the last place he was
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* safe.) */
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* safe.) */
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static void playermove( int motion)
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static void playermove( int motion)
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{
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{
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int scratchloc, travel_entry = tkey[game.loc];
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int scratchloc, travel_entry = tkey[game.loc];
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@ -744,6 +742,50 @@ static void playermove( int motion)
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(false);
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(false);
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}
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}
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static void lampcheck(void)
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/* Check game limit and lamp timers */
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{
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if (game.prop[LAMP] == LAMP_BRIGHT)
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--game.limit;
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/* Another way we can force an end to things is by having the
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* lamp give out. When it gets close, we come here to warn him.
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* First following arm checks if the lamp and fresh batteries are
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* here, in which case we replace the batteries and continue.
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* Second is for other cases of lamp dying. Even after it goes
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* out, he can explore outside for a while if desired. */
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if (game.limit <= WARNTIME) {
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if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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#ifdef __unused__
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/* This code from the original game seems to have been faulty.
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* No tests ever passed the guard, and with the guard removed
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* the game hangs when the lamp limit is reached.
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*/
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if (TOTING(BATTERY))
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drop(BATTERY, game.loc);
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#endif
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game.limit += BATTERYLIFE;
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game.lmwarn = false;
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} else if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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if (game.prop[BATTERY] == DEAD_BATTERIES)
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rspeak(MISSING_BATTERIES);
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else if (game.place[BATTERY] == LOC_NOWHERE)
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rspeak(LAMP_DIM);
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else
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rspeak(GET_BATTERIES);
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}
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}
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if (game.limit == 0) {
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game.limit = -1;
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game.prop[LAMP] = LAMP_DARK;
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if (HERE(LAMP))
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rspeak(LAMP_OUT);
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}
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}
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static bool closecheck(void)
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static bool closecheck(void)
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/* Handle the closing of the cave. The cave closes "clock1" turns
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/* Handle the closing of the cave. The cave closes "clock1" turns
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* after the last treasure has been located (including the pirate's
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* after the last treasure has been located (including the pirate's
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@ -811,7 +853,7 @@ static bool closecheck(void)
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rspeak(CAVE_CLOSING);
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rspeak(CAVE_CLOSING);
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game.clock1 = -1;
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game.clock1 = -1;
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game.closng = true;
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game.closng = true;
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return true;
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return game.closed;
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} else if (game.clock1 < 0)
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} else if (game.clock1 < 0)
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--game.clock2;
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--game.clock2;
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if (game.clock2 == 0) {
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if (game.clock2 == 0) {
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@ -860,56 +902,13 @@ static bool closecheck(void)
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rspeak(CAVE_CLOSED);
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rspeak(CAVE_CLOSED);
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game.closed = true;
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game.closed = true;
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return true;
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return game.closed;
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}
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}
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lampcheck();
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return false;
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return false;
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}
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}
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static void lampcheck(void)
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/* Check game limit and lamp timers */
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{
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if (game.prop[LAMP] == LAMP_BRIGHT)
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--game.limit;
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/* Another way we can force an end to things is by having the
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* lamp give out. When it gets close, we come here to warn him.
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* First following arm checks if the lamp and fresh batteries are
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* here, in which case we replace the batteries and continue.
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* Second is for other cases of lamp dying. Even after it goes
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* out, he can explore outside for a while if desired. */
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if (game.limit <= WARNTIME) {
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if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
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rspeak(REPLACE_BATTERIES);
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game.prop[BATTERY] = DEAD_BATTERIES;
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#ifdef __unused__
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/* This code from the original game seems to have been faulty.
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* No tests ever passed the guard, and with the guard removed
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* the game hangs when the lamp limit is reached.
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*/
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if (TOTING(BATTERY))
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drop(BATTERY, game.loc);
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#endif
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game.limit += BATTERYLIFE;
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game.lmwarn = false;
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} else if (!game.lmwarn && HERE(LAMP)) {
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game.lmwarn = true;
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if (game.prop[BATTERY] == DEAD_BATTERIES)
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rspeak(MISSING_BATTERIES);
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else if (game.place[BATTERY] == LOC_NOWHERE)
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rspeak(LAMP_DIM);
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else
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rspeak(GET_BATTERIES);
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}
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}
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if (game.limit == 0) {
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game.limit = -1;
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game.prop[LAMP] = LAMP_DARK;
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if (HERE(LAMP))
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rspeak(LAMP_OUT);
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}
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}
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static void listobjects(void)
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static void listobjects(void)
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/* Print out descriptions of objects at this location. If
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/* Print out descriptions of objects at this location. If
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* not closing and property value is negative, tally off
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* not closing and property value is negative, tally off
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@ -968,28 +967,12 @@ void clear_command(command_t *cmd)
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cmd->obj = NO_OBJECT;
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cmd->obj = NO_OBJECT;
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}
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}
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/*
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void close_cleanup_before_command(void)
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* This function probably does too many disparate things. It checks for hints,
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/* If closing time, check for any objects being toted with
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* sees if the gamed is closed, checks for darkness, gets user input, increments
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* the turns in the game state, checks to see if we should be closing, gets the
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* command input, and preprocesses some implied verbs in the case that the user
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* put in a single word motion or object command.
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*
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* This was the lesser evil -- it got rid of a really nasty goto in the main
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* input parser/state transition engine. This should be refactored further.
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*/
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bool get_preprocessed_command_input(command_t *command)
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{
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bool preprocessed = false;
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do {
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preprocessed = true;
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checkhints();
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and stash them. This way objects won't be
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* described until they've been picked up and put down
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* separate from their respective piles. */
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* separate from their respective piles. */
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{
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if (game.closed) {
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if (game.closed) {
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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pspeak(OYSTER, look, true, 1);
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@ -998,47 +981,41 @@ bool get_preprocessed_command_input(command_t *command)
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game.prop[i] = STASHED(i);
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game.prop[i] = STASHED(i);
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}
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}
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}
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}
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game.wzdark = DARK(game.loc);
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}
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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// Get command input from user
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if (!get_command_input(command))
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return false;
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#ifdef GDEBUG
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/* Needs to stay synced with enum word_type_t */
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const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
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/* needs to stay synced with enum speechpart */
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const char *roles[] = {"unknown", "intransitive", "transitive"};
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printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
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roles[command->part],
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types[command->word[0].type],
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command->word[0].id,
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types[command->word[1].type],
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command->word[1].id);
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#endif
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++game.turns;
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if (closecheck()) {
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if (game.closed)
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return false;
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} else
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lampcheck();
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bool preprocess_command(command_t *command)
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/* Pre-processes a command input to see if we need to tease out a few specific cases:
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* - "enter water" or "enter stream":
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* wierd specific case that gets the user wet, and then kicks us back to get another command
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* - <object> <verb>:
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* Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
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* furtherprocessing.
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* - "grate":
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* If in location with grate, we move to that grate. If we're in a number of other places,
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* we move to the entrance.
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* - "water plant", "oil plant", "water door", "oil door":
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* Change to "pour water" or "pour oil" based on context
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* - "cage bird":
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* If bird is present, we change to "carry bird"
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*
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* Returns true if pre-processing is complete, and we're ready to move to the primary command
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* processing, false otherwise. */
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{
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if (command->word[0].type == MOTION && command->word[0].id == ENTER
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if (command->word[0].type == MOTION && command->word[0].id == ENTER
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&& (command->word[1].id == STREAM || command->word[1].id == WATER)) {
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&& (command->word[1].id == STREAM || command->word[1].id == 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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rspeak(WHERE_QUERY);
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rspeak(WHERE_QUERY);
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} else {
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clear_command(command);
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if (command->word[0].type == OBJECT) {
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preprocessed = false;
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/* From OV to VO form */
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if (command->word[1].type == ACTION) {
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command_word_t stage = command->word[0];
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command->word[0] = command->word[1];
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command->word[1] = stage;
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}
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}
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if (command->word[0].type == OBJECT) {
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if (command->word[0].id == GRATE) {
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if (command->word[0].id == GRATE) {
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command->word[0].type = MOTION;
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command->word[0].type = MOTION;
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if (game.loc == LOC_START ||
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if (game.loc == LOC_START ||
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@ -1047,7 +1024,6 @@ bool get_preprocessed_command_input(command_t *command)
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command->word[0].id = DEPRESSION;
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command->word[0].id = DEPRESSION;
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}
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}
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if (game.loc == LOC_COBBLE ||
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if (game.loc == LOC_COBBLE ||
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game.loc == LOC_DEBRIS ||
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game.loc == LOC_DEBRIS ||
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game.loc == LOC_AWKWARD ||
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game.loc == LOC_AWKWARD ||
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game.loc == LOC_BIRD ||
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game.loc == LOC_BIRD ||
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@ -1055,7 +1031,8 @@ bool get_preprocessed_command_input(command_t *command)
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command->word[0].id = ENTRANCE;
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command->word[0].id = ENTRANCE;
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}
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}
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}
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}
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if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
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if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
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(command->word[1].id == PLANT || command->word[1].id == DOOR)) {
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if (AT(command->word[1].id)) {
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if (AT(command->word[1].id)) {
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command->word[1] = command->word[0];
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command->word[1] = command->word[0];
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command->word[0].id = POUR;
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command->word[0].id = POUR;
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@ -1067,20 +1044,13 @@ bool get_preprocessed_command_input(command_t *command)
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command->word[0].id = CARRY;
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command->word[0].id = CARRY;
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command->word[0].type = ACTION;
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command->word[0].type = ACTION;
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}
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}
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/* From OV to VO form */
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if (command->word[0].type == OBJECT && command->word[1].type == ACTION) {
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command_word_t stage = command->word[0];
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command->word[0] = command->word[1];
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command->word[1] = stage;
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}
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}
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}
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} while (preprocessed == false);
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return true;
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return true;
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}
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return false;
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}
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}
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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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@ -1116,11 +1086,7 @@ static bool do_command()
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croak();
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croak();
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/* Describe the current location and (maybe) get next command. */
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/* Describe the current location and (maybe) get next command. */
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for (;;) {
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for (;;) {
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command_given = false;
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command_executed = false;
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if (game.loc == 0)
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if (game.loc == 0)
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croak();
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croak();
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const char* msg = locations[game.loc].description.small;
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const char* msg = locations[game.loc].description.small;
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@ -1151,17 +1117,44 @@ static bool do_command()
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listobjects();
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listobjects();
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clear_command(&command);
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clear_command(&command);
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// Keep getting commands from user until valid command is both given and executed.
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do {
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do {
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// Get pre-processed command input from user
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// Check some quick-time game state items, get input from user, increment turn,
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command_given = get_preprocessed_command_input(&command);
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// and pre-process commands. Keep going until pre-processing is done.
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if (!command_given)
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do {
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return game.closed;
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checkhints();
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close_cleanup_before_command();
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game.wzdark = DARK(game.loc);
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if (game.knfloc > 0 && game.knfloc != game.loc)
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game.knfloc = 0;
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// Get command input from user
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if (!get_command_input(&command))
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return false;
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++game.turns;
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} while ( !preprocess_command(&command));
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command_given = true;
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// check if game is closed
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if (closecheck() )
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return true;
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// loop until all words in command are procesed
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// loop until all words in command are procesed
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do {
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do {
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// assume all words in command are processed, until proven otherwise
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// assume all words in command are processed, until proven otherwise
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command_executed = true;
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command_executed = true;
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if (command.word[0].id == WORD_NOT_FOUND) {
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/* Gee, I don't understand. */
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sspeak(DONT_KNOW, command.word[0].raw);
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clear_command(&command);
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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
13
misc.c
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue