From: Aaron Traas Date: Mon, 19 Nov 2018 22:01:31 +0000 (-0500) Subject: We are now goto free! X-Git-Tag: 1.7~9 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=refs%2Fmerge-requests%2F272%2Fhead;p=open-adventure.git We are now goto free! --- diff --git a/main.c b/main.c index 7d688f3..f9fb116 100644 --- a/main.c +++ b/main.c @@ -224,6 +224,8 @@ static void checkhints(void) } } } + + } static bool spotted_by_pirate(int i) @@ -979,73 +981,22 @@ void clear_command(command_t *cmd) cmd->obj = NO_OBJECT; } -static bool do_command() -/* Get and execute a command */ +/* + * 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) { - static command_t command; - bool words_processed = false; - - /* Can't leave cave once it's closing (except by main office). */ - if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { - rspeak(EXIT_CLOSED); - game.newloc = game.loc; - if (!game.panic) - game.clock2 = PANICTIME; - game.panic = true; - } - - /* See if a dwarf has seen him and has come from where he - * wants to go. If so, the dwarf's blocking his way. If - * coming from place forbidden to pirate (dwarves rooted in - * place) let him get out (and attacked). */ - if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { - for (size_t i = 1; i <= NDWARVES - 1; i++) { - if (game.odloc[i] == game.newloc && game.dseen[i]) { - game.newloc = game.loc; - rspeak(DWARF_BLOCK); - break; - } - } - } - game.loc = game.newloc; - - if (!dwarfmove()) - croak(); - - /* Describe the current location and (maybe) get next command. */ - - for (;;) { - if (game.loc == 0) - croak(); - const char* msg = locations[game.loc].description.small; - if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || - msg == 0) - msg = locations[game.loc].description.big; - if (!FORCED(game.loc) && DARK(game.loc)) { - /* The easiest way to get killed is to fall into a pit in - * pitch darkness. */ - if (game.wzdark && PCT(35)) { - rspeak(PIT_FALL); - game.oldlc2 = game.loc; - croak(); - continue; /* back to top of main interpreter loop */ - } - msg = arbitrary_messages[PITCH_DARK]; - } - if (TOTING(BEAR)) - rspeak(TAME_BEAR); - speak(msg); - if (FORCED(game.loc)) { - playermove(HERE); - return true; - } - if (game.loc == LOC_Y2 && PCT(25) && !game.closng) - rspeak(SAYS_PLUGH); + bool preprocessed = false; - listobjects(); - clear_command(&command); - -Lcheckhint: + do { + preprocessed = true; checkhints(); /* If closing time, check for any objects being toted with @@ -1065,49 +1016,48 @@ Lcheckhint: game.knfloc = 0; // Get command input from user - if (!get_command_input(&command)) + 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); + 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; + 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 (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; + clear_command(command); + preprocessed = false; } - if (command.word[0].type == OBJECT) { - if (command.word[0].id == GRATE) { - command.word[0].type = MOTION; + 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; + command->word[0].id = DEPRESSION; } if (game.loc == LOC_COBBLE || @@ -1115,113 +1065,201 @@ Lclosecheck: game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || game.loc == LOC_PITTOP) { - command.word[0].id = ENTRANCE; + 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 == 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; + 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; + 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); - // loop until all words in command are procesed - do { - // assume all words in command are processed, until proven otherwise - words_processed = true; + return true; +} - 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); + +static bool do_command() +/* Get and execute a command */ +{ + static command_t command; + 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) { + rspeak(EXIT_CLOSED); + game.newloc = game.loc; + if (!game.panic) + game.clock2 = PANICTIME; + game.panic = true; + } + + /* See if a dwarf has seen him and has come from where he + * wants to go. If so, the dwarf's blocking his way. If + * coming from place forbidden to pirate (dwarves rooted in + * place) let him get out (and attacked). */ + if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { + for (size_t i = 1; i <= NDWARVES - 1; i++) { + if (game.odloc[i] == game.newloc && game.dseen[i]) { + game.newloc = game.loc; + rspeak(DWARF_BLOCK); + break; } - 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; + } + } + game.loc = game.newloc; + + if (!dwarfmove()) + croak(); + + /* 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; + if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || + msg == 0) + msg = locations[game.loc].description.big; + if (!FORCED(game.loc) && DARK(game.loc)) { + /* The easiest way to get killed is to fall into a pit in + * pitch darkness. */ + if (game.wzdark && PCT(35)) { + rspeak(PIT_FALL); + game.oldlc2 = game.loc; + croak(); + continue; /* back to top of main interpreter loop */ } + msg = arbitrary_messages[PITCH_DARK]; + } + if (TOTING(BEAR)) + rspeak(TAME_BEAR); + speak(msg); + if (FORCED(game.loc)) { + playermove(HERE); + return true; + } + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) + rspeak(SAYS_PLUGH); - 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) { + listobjects(); + clear_command(&command); + + do { + // Get pre-processed command input from user + command_given = get_preprocessed_command_input(&command); + if (!command_given) + return game.closed; + + // loop until all words in command are procesed + do { + // assume all words in command are processed, until proven otherwise + command_executed = true; + + 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); } }