* Make a cleaner function for getting vocab metadata.
* Get rid of magic numbers.
* Purge get_vocab_id().
* Abolish the *_WORD() macros.
* Add FIXME comment on some ugliness.
* Look up foo in special section of vocab to determine which word we've got.
* Last word zips the eggs back to the giant room (unless already there). */
{
- if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
- (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
- (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
- (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+ if ((game.foobar == WORD_EMPTY && id == FEE) ||
+ (game.foobar == FEE && id == FIE) ||
+ (game.foobar == FIE && id == FOE) ||
+ (game.foobar == FOE && id == FOO) ||
+ (game.foobar == FOE && id == FUM)) {
game.foobar = id;
- if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+ if ((id != FOO) && (id != FUM)) {
rspeak(OK_MAN);
return GO_CLEAROBJ;
}
}
char word1[TOKLEN + 1];
packed_to_token(command->wd1, word1);
- int wd = (int) get_vocab_id(word1);
- if (wd == MOTION_WORD(XYZZY) ||
- wd == MOTION_WORD(PLUGH) ||
- wd == MOTION_WORD(PLOVER) ||
- wd == ACTION_WORD(FEE) ||
- wd == ACTION_WORD(FIE) ||
- wd == ACTION_WORD(FOE) ||
- wd == ACTION_WORD(FOO) ||
- wd == ACTION_WORD(FUM) ||
- wd == ACTION_WORD(PART)) {
+ long wd;
+ enum wordtype type;
+ get_vocab_metadata(word1, &wd, &type);
+ if (wd == XYZZY ||
+ wd == PLUGH ||
+ wd == PLOVER ||
+ wd == FEE ||
+ wd == FIE ||
+ wd == FOE ||
+ wd == FOO ||
+ wd == FUM ||
+ wd == PART) {
/* FIXME: scribbles on the interpreter's command block */
wordclear(&command->wd2);
return GO_LOOKUP;
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define BUG(x) bug(x, #x)
-#define MOTION_WORD(n) ((n) + 0)
-#define OBJECT_WORD(n) ((n) + 1000)
-#define ACTION_WORD(n) ((n) + 2000)
-#define SPECIAL_WORD(n) ((n) + 3000)
-#define PROMOTE_WORD(n) ((n) + 1000)
-#define DEMOTE_WORD(n) ((n) - 1000)
-
enum bugtype {
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
enum speechpart {unknown, intransitive, transitive};
+enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
+
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
long id1;
long id2;
char raw1[LINESIZE], raw2[LINESIZE];
+ enum wordtype type1;
+ enum wordtype type2;
};
extern struct game_t game;
extern int get_object_vocab_id(const char*);
extern int get_action_vocab_id(const char*);
extern int get_special_vocab_id(const char*);
-extern long get_vocab_id(const char*);
+extern void get_vocab_metadata(const char*, long*, enum wordtype*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
extern long put(obj_t, long, long);
packed_to_token(command->wd1, word1);
packed_to_token(command->wd2, word2);
- command->id1 = get_vocab_id(word1);
- command->id2 = get_vocab_id(word2);
+ get_vocab_metadata(word1, &(command->id1), &(command->type1));
+ get_vocab_metadata(word2, &(command->id2), &(command->type2));
return true;
}
static bool do_command()
/* Get and execute a command */
{
- long kmod, defn;
static struct command_t command;
char word1[TOKLEN + 1];
lampcheck();
if (command.id1 == ENTER && (command.id2 == STREAM ||
- command.id2 == PROMOTE_WORD(WATER))) {
+ command.id2 == WATER)) {
if (LIQLOC(game.loc) == WATER)
rspeak(FEET_WET);
else
command.id1 = command.id2;
command.id2 = WORD_EMPTY;
} else {
- /* FIXME: Magic numbers related to vocabulary */
- if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
- (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
- if (AT(DEMOTE_WORD(command.id2)))
+ if (!((command.id1 != WATER && command.id1 != OIL) || (command.id2 != PLANT && command.id2 != DOOR))) {
+ if (AT(command.id2))
command.wd2 = token_to_packed("POUR");
}
- if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+ if (command.id1 == CAGE && command.id2 == BIRD && HERE(CAGE) && HERE(BIRD))
command.wd1 = token_to_packed("CATCH");
}
Lookup:
rspeak(GO_UNNEEDED);
}
packed_to_token(command.wd1, word1);
- defn = get_vocab_id(word1);
+ long defn;
+ enum wordtype type;
+ get_vocab_metadata(word1, &defn, &type);
if (defn == WORD_NOT_FOUND) {
if (fallback_handler(command))
continue;
sspeak(DONT_KNOW, command.raw1);
goto Lclearobj;
}
- /* FIXME: magic numbers related to vocabulary */
- kmod = MOD(defn, 1000);
- switch (defn / 1000) {
- case 0:
- playermove(kmod);
+ switch (type) {
+ case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
+ case MOTION:
+ playermove(defn);
return true;
- case 1:
+ case OBJECT:
command.part = unknown;
- command.obj = kmod;
+ command.obj = defn;
break;
- case 2:
+ case ACTION:
command.part = intransitive;
- command.verb = kmod;
+ command.verb = defn;
break;
- case 3:
- speak(specials[kmod].message);
+ case SPECIAL:
+ speak(specials[defn].message);
goto Lclearobj;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
return (WORD_NOT_FOUND);
}
-long get_vocab_id(const char* word)
-// Search the vocab categories in order for the supplied word.
-{
- /* Check for an empty string */
- if (strncmp(word, "", sizeof("")) == 0)
- return (WORD_EMPTY);
+void get_vocab_metadata(const char* word, long* id, enum wordtype* type)
+{
+ /* Check for an empty string */
+ if (strncmp(word, "", sizeof("")) == 0)
+ {
+ *id = WORD_EMPTY;
+ *type = NO_WORD_TYPE;
+ return;
+ }
- long ref_num;
+ long ref_num;
- /* FIXME: Magic numbers related to vocabulary */
- ref_num = get_motion_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return MOTION_WORD(ref_num);
+ ref_num = get_motion_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ {
+ *id = ref_num;
+ *type = MOTION;
+ return;
+ }
- ref_num = get_object_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return OBJECT_WORD(ref_num);
+ ref_num = get_object_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ {
+ *id = ref_num;
+ *type = OBJECT;
+ return;
+ }
- ref_num = get_action_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return ACTION_WORD(ref_num);
+ ref_num = get_action_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ {
+ *id = ref_num;
+ *type = ACTION;
+ return;
+ }
- ref_num = get_special_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return SPECIAL_WORD(ref_num);
+ ref_num = get_special_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ {
+ *id = ref_num;
+ *type = SPECIAL;
+ return;
+ }
- // Check for the reservoir magic word.
- if (strcasecmp(word, game.zzword) == 0)
- return ACTION_WORD(PART);
+ // Check for the reservoir magic word.
+ if (strcasecmp(word, game.zzword) == 0)
+ {
+ *id = PART;
+ *type = ACTION;
+ return;
+ }
- return (WORD_NOT_FOUND);
+ *id = WORD_NOT_FOUND;
+ *type = NO_WORD_TYPE;
+ return;
}
void juggle(obj_t object)