Refactor analyze function

This commit is contained in:
Peje Nilsson 2017-06-09 15:34:34 +02:00
parent 370d065544
commit e306034c65

View file

@ -964,6 +964,46 @@ static int resume(FILE *input)
return suspend_resume_common(1); return suspend_resume_common(1);
} }
static int analyse(token_t verb, token_t *obj)
/* 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 yet to be analysed). Water and oil are also funny, since
* they are never actually dropped at any location, but might be here inside
* the bottle or urn or as a feature of the location. */
{
*obj=K;
if (!HERE(K)) {
if (K == GRATE) {
if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
if (game.loc > 9 && game.loc < 15)K=ENTRNC;
if (K != GRATE) return(8);
}
if (K == DWARF && ATDWRF(game.loc) > 0) ;
else if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) ;
else if (*obj == OIL && HERE(URN) && game.prop[URN] != 0) {
*obj=URN;
} else if (*obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
*obj=PLANT2;
} else if (*obj == KNIFE && game.knfloc == game.loc) {
game.knfloc= -1;
SPK=116;
return(2011);
} else if (*obj == ROD && HERE(ROD2)) {
*obj=ROD2;
} else if ((verb != FIND && verb != INVENT) || WD2 > 0) {
SETPRM(1,WD1,WD1X);
RSPEAK(256);
return(2012);
}
}
if (WD2 > 0) return(2800);
if (verb != 0) return(-1);
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
}
/* This stuff was broken off as part of an effort to get the main program /* This stuff was broken off as part of an effort to get the main program
* to compile without running out of memory. We're called with a number * to compile without running out of memory. We're called with a number
* that says what label the caller wanted to "goto", and we return a * that says what label the caller wanted to "goto", and we return a
@ -979,7 +1019,12 @@ int action(FILE *input, long STARTAT, long verb, long obj)
switch(STARTAT) { switch(STARTAT) {
case 4000: goto L4000; case 4000: goto L4000;
case 4090: goto L4090; case 4090: goto L4090;
case 5000: goto L5000; case 5000: {
long ret = analyse(verb, &obj);
if (ret != -1)
return ret;
goto L4090;
}
} }
BUG(99); BUG(99);
@ -1068,48 +1113,4 @@ L4090: switch (verb-1) {
case 33: /* ZZZZ */ return reservoir(); case 33: /* ZZZZ */ return reservoir();
} }
BUG(24); BUG(24);
/* 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 yet to be analysed). Water and oil are also funny, since
* they are never actually dropped at any location, but might be here inside
* the bottle or urn or as a feature of the location. */
L5000: obj=K;
if (!HERE(K)) goto L5100;
L5010: if (WD2 > 0) return(2800);
if (verb != 0) goto L4090;
SETPRM(1,WD1,WD1X);
RSPEAK(255);
return(2600);
L5100: if (K != GRATE) goto L5110;
if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN;
if (game.loc > 9 && game.loc < 15)K=ENTRNC;
if (K != GRATE) return(8);
L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010;
if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010;
if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120;
obj=URN;
goto L5010;
L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130;
obj=PLANT2;
goto L5010;
L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140;
game.knfloc= -1;
SPK=116;
return(2011);
L5140: if (obj != ROD || !HERE(ROD2)) goto L5190;
obj=ROD2;
goto L5010;
L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
SETPRM(1,WD1,WD1X);
RSPEAK(256);
return(2012);
/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for
* transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
} }