We are now goto free!

This commit is contained in:
Aaron Traas 2018-11-19 17:01:31 -05:00
parent 16545a5765
commit a437136543

376
main.c
View file

@ -224,6 +224,8 @@ static void checkhints(void)
}
}
}
}
static bool spotted_by_pirate(int i)
@ -979,11 +981,125 @@ void clear_command(command_t *cmd)
cmd->obj = NO_OBJECT;
}
/*
* This function probably does too many disparate things. It checks for hints,
* 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
* 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, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
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();
if (command->word[0].type == MOTION && command->word[0].id == ENTER
&& (command->word[1].id == STREAM || command->word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
rspeak(WHERE_QUERY);
clear_command(command);
preprocessed = false;
}
if (command->word[0].type == OBJECT) {
if (command->word[0].id == GRATE) {
command->word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
command->word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
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 (AT(command->word[1].id)) {
command->word[1] = command->word[0];
command->word[0].id = POUR;
command->word[0].type = ACTION;
strncpy(command->word[0].raw, "pour", LINESIZE - 1);
}
}
if (command->word[0].id == CAGE && command->word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
command->word[0].id = CARRY;
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;
}
static bool do_command()
/* Get and execute a command */
{
static command_t command;
bool words_processed = false;
bool command_given = false;
bool command_executed = false;
/* Can't leave cave once it's closing (except by main office). */
if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
@ -1015,6 +1131,9 @@ static bool do_command()
/* Describe the current location and (maybe) get next command. */
for (;;) {
command_given = false;
command_executed = false;
if (game.loc == 0)
croak();
const char* msg = locations[game.loc].description.small;
@ -1045,183 +1164,102 @@ static bool do_command()
listobjects();
clear_command(&command);
Lcheckhint:
checkhints();
/* 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, 1, true);
for (size_t i = 1; i <= NOBJECTS; i++) {
if (TOTING(i) && game.prop[i] < 0)
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;
Lclosecheck:
#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 true;
} else
lampcheck();
if (command.word[0].type == MOTION && command.word[0].id == ENTER
&& (command.word[1].id == STREAM || command.word[1].id == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
rspeak(WHERE_QUERY);
clear_command(&command);
goto Lcheckhint;
}
if (command.word[0].type == OBJECT) {
if (command.word[0].id == GRATE) {
command.word[0].type = MOTION;
if (game.loc == LOC_START ||
game.loc == LOC_VALLEY ||
game.loc == LOC_SLIT) {
command.word[0].id = DEPRESSION;
}
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
game.loc == LOC_BIRD ||
game.loc == LOC_PITTOP) {
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 (AT(command.word[1].id)) {
command.word[1] = command.word[0];
command.word[0].id = POUR;
command.word[0].type = ACTION;
strncpy(command.word[0].raw, "pour", LINESIZE - 1);
}
}
if (command.word[0].id == CAGE && command.word[1].id == BIRD && HERE(CAGE) && HERE(BIRD)) {
command.word[0].id = CARRY;
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;
}
}
// loop until all words in command are procesed
do {
// assume all words in command are processed, until proven otherwise
words_processed = true;
// Get pre-processed command input from user
command_given = get_preprocessed_command_input(&command);
if (!command_given)
return game.closed;
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
if (++game.igo == 10)
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);
goto Lcheckhint;
}
// loop until all words in command are procesed
do {
// assume all words in command are processed, until proven otherwise
command_executed = true;
switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(command.word[0].id);
return true;
case OBJECT:
command.part = unknown;
command.obj = command.word[0].id;
break;
case ACTION:
if (command.word[1].type == NUMERIC)
command.part = transitive;
else
command.part = intransitive;
command.verb = command.word[0].id;
break;
case NUMERIC:
if (!settings.oldstyle) {
if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
if (++game.iwest == 10)
rspeak(W_IS_WEST);
}
if (strncasecmp(command.word[0].raw, "go", sizeof("go")) == 0 && command.word[1].id != WORD_EMPTY) {
if (++game.igo == 10)
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);
goto Lcheckhint;
command_given = false;
break;
}
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
switch (action(command)) {
case GO_TERMINATE:
return true;
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:
goto Lcheckhint;
case GO_WORD2:
switch (command.word[0].type) {
case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
case MOTION:
playermove(command.word[0].id);
return true;
case OBJECT:
command.part = unknown;
command.obj = command.word[0].id;
break;
case ACTION:
if (command.word[1].type == NUMERIC)
command.part = transitive;
else
command.part = intransitive;
command.verb = command.word[0].id;
break;
case NUMERIC:
if (!settings.oldstyle) {
sspeak(DONT_KNOW, command.word[0].raw);
clear_command(&command);
command_given = false;
}
break;
default: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
if(command_given) {
switch (action(command)) {
case GO_TERMINATE:
return true;
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;
break;
case GO_WORD2:
#ifdef GDEBUG
printf("Word shift\n");
printf("Word shift\n");
#endif /* GDEBUG */
/* Get second word for analysis. */
command.word[0] = command.word[1];
command.word[1] = empty_command_word;
words_processed = false;
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;
goto Lcheckhint;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
} while (!words_processed);
/* Get second word for analysis. */
command.word[0] = command.word[1];
command.word[1] = empty_command_word;
command_executed = false;
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;
break;
case GO_DWARFWAKE:
/* Oh dear, he's disturbed the dwarves. */
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default: // LCOV_EXCL_LINE
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
}
} while (!command_executed);
} while (!command_given);
}
}