From: Eric S. Raymond Date: Tue, 20 Jun 2017 20:04:50 +0000 (-0400) Subject: Introduce command encapsulation structure. X-Git-Tag: 1.1~192 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=7a3f3ec7a6e28e8cb3e31d60893679922160e52c;p=open-adventure.git Introduce command encapsulation structure. --- diff --git a/actions.c b/actions.c index 2a223bc..4fb8cf7 100644 --- a/actions.c +++ b/actions.c @@ -995,14 +995,14 @@ static int wave(token_t verb, token_t obj) } } -int action(FILE *input, enum speechpart part, token_t verb, token_t obj) +int action(FILE *input, struct command_t command) /* Analyse a verb. Remember what it was, go back for object if second word * unless verb is "say", which snarfs arbitrary second word. */ { - token_t spk = ACTSPK[verb]; + token_t spk = ACTSPK[command.verb]; - if (part == unknown) { + if (command.part == unknown) { /* 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 @@ -1010,35 +1010,35 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) * they are never actually dropped at any location, but might * be here inside the bottle or urn or as a feature of the * location. */ - if (HERE(obj)) + if (HERE(command.obj)) /* FALL THROUGH */; - else if (obj == GRATE) { + else if (command.obj == GRATE) { if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT) - obj = DPRSSN; + command.obj = DPRSSN; if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || game.loc == LOC_PITTOP) - obj = ENTRNC; - if (obj != GRATE) + command.obj = ENTRNC; + if (command.obj != GRATE) return GO_MOVE; - } else if (obj == DWARF && ATDWRF(game.loc) > 0) + } else if (command.obj == DWARF && ATDWRF(game.loc) > 0) /* FALL THROUGH */; - else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc)) + else if ((LIQUID() == command.obj && HERE(BOTTLE)) || command.obj == LIQLOC(game.loc)) /* FALL THROUGH */; - else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) { - obj = URN; + else if (command.obj == OIL && HERE(URN) && game.prop[URN] != 0) { + command.obj = URN; /* FALL THROUGH */; - } else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { - obj = PLANT2; + } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) { + command.obj = PLANT2; /* FALL THROUGH */; - } else if (obj == KNIFE && game.knfloc == game.loc) { + } else if (command.obj == KNIFE && game.knfloc == game.loc) { game.knfloc = -1; spk = KNIVES_VANISH; RSPEAK(spk); return GO_CLEAROBJ; - } else if (obj == ROD && HERE(ROD2)) { - obj = ROD2; + } else if (command.obj == ROD && HERE(ROD2)) { + command.obj = ROD2; /* FALL THROUGH */; - } else if ((verb == FIND || verb == INVENT) && WD2 <= 0) + } else if ((command.verb == FIND || command.verb == INVENT) && WD2 <= 0) /* FALL THROUGH */; else { SETPRM(1, WD1, WD1X); @@ -1048,36 +1048,36 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) if (WD2 > 0) return GO_WORD2; - if (verb != 0) - part = transitive; + if (command.verb != 0) + command.part = transitive; } - switch (part) { + switch (command.part) { case intransitive: - if (WD2 > 0 && verb != SAY) + if (WD2 > 0 && command.verb != SAY) return GO_WORD2; - if (verb == SAY)obj = WD2; - if (obj == 0 || obj == INTRANSITIVE) { + if (command.verb == SAY)command.obj = WD2; + if (command.obj == 0 || command.obj == INTRANSITIVE) { /* Analyse an intransitive verb (ie, no object given yet). */ - switch (verb - 1) { + switch (command.verb - 1) { case 0: /* CARRY */ - return carry(verb, INTRANSITIVE); + return carry(command.verb, INTRANSITIVE); case 1: /* DROP */ return GO_UNKNOWN; case 2: /* SAY */ return GO_UNKNOWN; case 3: /* UNLOC */ - return lock(verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, INTRANSITIVE); + return lock(command.verb, INTRANSITIVE); case 6: /* LIGHT */ - return light(verb, INTRANSITIVE); + return light(command.verb, INTRANSITIVE); case 7: /* EXTIN */ - return extinguish(verb, INTRANSITIVE); + return extinguish(command.verb, INTRANSITIVE); case 8: /* WAVE */ return GO_UNKNOWN; case 9: /* CALM */ @@ -1087,13 +1087,13 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command.verb, command.obj); case 12: /* POUR */ - return pour(verb, obj); + return pour(command.verb, command.obj); case 13: /* EAT */ - return eat(verb, INTRANSITIVE); + return eat(command.verb, INTRANSITIVE); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command.verb, command.obj); case 15: /* RUB */ return GO_UNKNOWN; case 16: /* TOSS */ @@ -1107,7 +1107,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) case 20: /* FEED */ return GO_UNKNOWN; case 21: /* FILL */ - return fill(verb, obj); + return fill(command.verb, command.obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1119,7 +1119,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) case 25: /* BRIEF */ return brief(); case 26: /* READ */ - return read(verb, INTRANSITIVE); + return read(command.verb, INTRANSITIVE); case 27: /* BREAK */ return GO_UNKNOWN; case 28: /* WAKE */ @@ -1129,7 +1129,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) case 30: /* RESU */ return resume(); case 31: /* FLY */ - return fly(verb, INTRANSITIVE); + return fly(command.verb, INTRANSITIVE); case 32: /* LISTE */ return listen(); case 33: /* ZZZZ */ @@ -1140,27 +1140,27 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) /* FALLTHRU */ case transitive: /* Analyse a transitive verb. */ - switch (verb - 1) { + switch (command.verb - 1) { case 0: /* CARRY */ - return carry(verb, obj); + return carry(command.verb, command.obj); case 1: /* DROP */ - return discard(verb, obj, false); + return discard(command.verb, command.obj, false); case 2: /* SAY */ return say(); case 3: /* UNLOC */ - return lock(verb, obj); + return lock(command.verb, command.obj); case 4: { /* NOTHI */ RSPEAK(OK_MAN); return (GO_CLEAROBJ); } case 5: /* LOCK */ - return lock(verb, obj); + return lock(command.verb, command.obj); case 6: /* LIGHT */ - return light(verb, obj); + return light(command.verb, command.obj); case 7: /* EXTI */ - return extinguish(verb, obj); + return extinguish(command.verb, command.obj); case 8: /* WAVE */ - return wave(verb, obj); + return wave(command.verb, command.obj); case 9: { /* CALM */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1170,29 +1170,29 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 11: /* ATTAC */ - return attack(input, verb, obj); + return attack(input, command.verb, command.obj); case 12: /* POUR */ - return pour(verb, obj); + return pour(command.verb, command.obj); case 13: /* EAT */ - return eat(verb, obj); + return eat(command.verb, command.obj); case 14: /* DRINK */ - return drink(verb, obj); + return drink(command.verb, command.obj); case 15: /* RUB */ - return rub(verb, obj); + return rub(command.verb, command.obj); case 16: /* TOSS */ - return throw (input, verb, obj); + return throw (input, command.verb, command.obj); case 17: { /* QUIT */ RSPEAK(spk); return GO_CLEAROBJ; } case 18: /* FIND */ - return find(verb, obj); + return find(command.verb, command.obj); case 19: /* INVEN */ - return find(verb, obj); + return find(command.verb, command.obj); case 20: /* FEED */ - return feed(verb, obj); + return feed(command.verb, command.obj); case 21: /* FILL */ - return fill(verb, obj); + return fill(command.verb, command.obj); case 22: /* BLAST */ blast(); return GO_CLEAROBJ; @@ -1209,11 +1209,11 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 26: /* READ */ - return read(verb, obj); + return read(command.verb, command.obj); case 27: /* BREAK */ - return vbreak(verb, obj); + return vbreak(command.verb, command.obj); case 28: /* WAKE */ - return wake(verb, obj); + return wake(command.verb, command.obj); case 29: { /* SUSP */ RSPEAK(spk); return GO_CLEAROBJ; @@ -1223,7 +1223,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj) return GO_CLEAROBJ; } case 31: /* FLY */ - return fly(verb, obj); + return fly(command.verb, command.obj); case 32: { /* LISTE */ RSPEAK(spk); return GO_CLEAROBJ; diff --git a/advent.h b/advent.h index 2b7f761..af9d123 100644 --- a/advent.h +++ b/advent.h @@ -181,8 +181,14 @@ extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR, enum speechpart {unknown, intransitive, transitive}; +struct command_t { + enum speechpart part; + vocab_t verb; + vocab_t obj; +}; + void initialise(void); -int action(FILE *input, enum speechpart part, token_t verb, token_t obj); +int action(FILE *input, struct command_t command); /* Phase codes for action returns. * These were at one time FORTRAN line numbers. diff --git a/main.c b/main.c index e16362a..b99eb22 100644 --- a/main.c +++ b/main.c @@ -925,11 +925,11 @@ static void listobjects(void) static bool do_command(FILE *cmdin) /* Get and execute a command */ { - long verb = 0, V1, V2; + long V1, V2; long kmod, defn; static long igo = 0; - static long obj = 0; - enum speechpart part; + static struct command_t command; + command.verb = 0; /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { @@ -979,7 +979,7 @@ static bool do_command(FILE *cmdin) if (TOTING(BEAR))RSPEAK(TAME_BEAR); speak(msg); if (FORCED(game.loc)) { - if (playermove(verb, 1)) + if (playermove(command.verb, 1)) return true; else continue; /* back to top of main interpreter loop */ @@ -990,9 +990,9 @@ static bool do_command(FILE *cmdin) listobjects(); L2012: - verb = 0; - game.oldobj = obj; - obj = 0; + command.verb = 0; + game.oldobj = command.obj; + command.obj = 0; L2600: checkhints(); @@ -1032,10 +1032,10 @@ L2607: if (game.trndex <= TRNVLS) game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; } - if (verb == SAY && WD2 > 0) - verb = 0; - if (verb == SAY) { - part = transitive; + if (command.verb == SAY && WD2 > 0) + command.verb = 0; + if (command.verb == SAY) { + command.part = transitive; goto Laction; } if (closecheck()) { @@ -1091,17 +1091,17 @@ Lookup: kmod = MOD(defn, 1000); switch (defn / 1000) { case 0: - if (playermove(verb, kmod)) + if (playermove(command.verb, kmod)) return true; else continue; /* back to top of main interpreter loop */ case 1: - part = unknown; - obj = kmod; + command.part = unknown; + command.obj = kmod; break; case 2: - part = intransitive; - verb = kmod; + command.part = intransitive; + command.verb = kmod; break; case 3: RSPEAK(kmod); @@ -1111,11 +1111,11 @@ Lookup: } Laction: - switch (action(cmdin, part, verb, obj)) { + switch (action(cmdin, command)) { case GO_TERMINATE: return true; case GO_MOVE: - playermove(verb, NUL); + playermove(command.verb, NUL); return true; case GO_TOP: continue; /* back to top of main interpreter loop */ @@ -1138,7 +1138,7 @@ Laction: * (see attack()). */ SETPRM(1, WD1, WD1X); RSPEAK(DO_WHAT); - obj = 0; + command.obj = 0; goto L2600; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */