From: Aaron Traas Date: Tue, 20 Nov 2018 16:21:54 +0000 (-0500) Subject: Major cleanups. Pre-process loop back in main loop, pre-processing abstracted into... X-Git-Tag: 1.8~33 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=refs%2Fmerge-requests%2F275%2Fhead;p=open-adventure.git Major cleanups. Pre-process loop back in main loop, pre-processing abstracted into a function that makes sense. --- diff --git a/main.c b/main.c index 1865483..1c1c6c4 100644 --- a/main.c +++ b/main.c @@ -449,7 +449,6 @@ static bool dwarfmove(void) * building (and heaven help him if he tries to xyzzy back into the * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ - static void croak(void) /* Okay, he's dead. Let's get on with it. */ { @@ -498,7 +497,6 @@ static bool traveleq(int a, int b) * does, game.newloc will be limbo, and game.oldloc will be what killed * him, so we need game.oldlc2, which is the last place he was * safe.) */ - static void playermove( int motion) { int scratchloc, travel_entry = tkey[game.loc]; @@ -744,6 +742,50 @@ static void playermove( int motion) (false); } +static void lampcheck(void) +/* Check game limit and lamp timers */ +{ + if (game.prop[LAMP] == LAMP_BRIGHT) + --game.limit; + + /* Another way we can force an end to things is by having the + * lamp give out. When it gets close, we come here to warn him. + * First following arm checks if the lamp and fresh batteries are + * here, in which case we replace the batteries and continue. + * Second is for other cases of lamp dying. Even after it goes + * out, he can explore outside for a while if desired. */ + if (game.limit <= WARNTIME) { + if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { + rspeak(REPLACE_BATTERIES); + game.prop[BATTERY] = DEAD_BATTERIES; +#ifdef __unused__ + /* This code from the original game seems to have been faulty. + * No tests ever passed the guard, and with the guard removed + * the game hangs when the lamp limit is reached. + */ + if (TOTING(BATTERY)) + drop(BATTERY, game.loc); +#endif + game.limit += BATTERYLIFE; + game.lmwarn = false; + } else if (!game.lmwarn && HERE(LAMP)) { + game.lmwarn = true; + if (game.prop[BATTERY] == DEAD_BATTERIES) + rspeak(MISSING_BATTERIES); + else if (game.place[BATTERY] == LOC_NOWHERE) + rspeak(LAMP_DIM); + else + rspeak(GET_BATTERIES); + } + } + if (game.limit == 0) { + game.limit = -1; + game.prop[LAMP] = LAMP_DARK; + if (HERE(LAMP)) + rspeak(LAMP_OUT); + } +} + static bool closecheck(void) /* Handle the closing of the cave. The cave closes "clock1" turns * after the last treasure has been located (including the pirate's @@ -811,7 +853,7 @@ static bool closecheck(void) rspeak(CAVE_CLOSING); game.clock1 = -1; game.closng = true; - return true; + return game.closed; } else if (game.clock1 < 0) --game.clock2; if (game.clock2 == 0) { @@ -860,56 +902,13 @@ static bool closecheck(void) rspeak(CAVE_CLOSED); game.closed = true; - return true; + return game.closed; } + lampcheck(); return false; } -static void lampcheck(void) -/* Check game limit and lamp timers */ -{ - if (game.prop[LAMP] == LAMP_BRIGHT) - --game.limit; - - /* Another way we can force an end to things is by having the - * lamp give out. When it gets close, we come here to warn him. - * First following arm checks if the lamp and fresh batteries are - * here, in which case we replace the batteries and continue. - * Second is for other cases of lamp dying. Even after it goes - * out, he can explore outside for a while if desired. */ - if (game.limit <= WARNTIME) { - if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) { - rspeak(REPLACE_BATTERIES); - game.prop[BATTERY] = DEAD_BATTERIES; -#ifdef __unused__ - /* This code from the original game seems to have been faulty. - * No tests ever passed the guard, and with the guard removed - * the game hangs when the lamp limit is reached. - */ - if (TOTING(BATTERY)) - drop(BATTERY, game.loc); -#endif - game.limit += BATTERYLIFE; - game.lmwarn = false; - } else if (!game.lmwarn && HERE(LAMP)) { - game.lmwarn = true; - if (game.prop[BATTERY] == DEAD_BATTERIES) - rspeak(MISSING_BATTERIES); - else if (game.place[BATTERY] == LOC_NOWHERE) - rspeak(LAMP_DIM); - else - rspeak(GET_BATTERIES); - } - } - if (game.limit == 0) { - game.limit = -1; - game.prop[LAMP] = LAMP_DARK; - if (HERE(LAMP)) - rspeak(LAMP_OUT); - } -} - static void listobjects(void) /* Print out descriptions of objects at this location. If * not closing and property value is negative, tally off @@ -968,77 +967,55 @@ 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) +void close_cleanup_before_command(void) +/* 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. */ { - 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, true, 1); - 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 (game.closed) { + if (game.prop[OYSTER] < 0 && TOTING(OYSTER)) + pspeak(OYSTER, look, true, 1); + for (size_t i = 1; i <= NOBJECTS; i++) { + if (TOTING(i) && game.prop[i] < 0) + game.prop[i] = STASHED(i); } + } +} +bool preprocess_command(command_t *command) +/* Pre-processes a command input to see if we need to tease out a few specific cases: + * - "enter water" or "enter stream": + * wierd specific case that gets the user wet, and then kicks us back to get another command + * - : + * Irregular form of input, but should be allowed. We switch back to form for + * furtherprocessing. + * - "grate": + * If in location with grate, we move to that grate. If we're in a number of other places, + * we move to the entrance. + * - "water plant", "oil plant", "water door", "oil door": + * Change to "pour water" or "pour oil" based on context + * - "cage bird": + * If bird is present, we change to "carry bird" + * + * Returns true if pre-processing is complete, and we're ready to move to the primary command + * processing, false otherwise. */ +{ + 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); + } else { if (command->word[0].type == OBJECT) { + /* From OV to VO form */ + if (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].id == GRATE) { command->word[0].type = MOTION; if (game.loc == LOC_START || @@ -1047,7 +1024,6 @@ bool get_preprocessed_command_input(command_t *command) command->word[0].id = DEPRESSION; } if (game.loc == LOC_COBBLE || - game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD || game.loc == LOC_BIRD || @@ -1055,7 +1031,8 @@ bool get_preprocessed_command_input(command_t *command) 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 ((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; @@ -1067,20 +1044,13 @@ bool get_preprocessed_command_input(command_t *command) 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; + return true; + } + return false; } - static bool do_command() /* Get and execute a command */ { @@ -1116,11 +1086,7 @@ static bool do_command() 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; @@ -1151,17 +1117,44 @@ static bool do_command() listobjects(); clear_command(&command); + // Keep getting commands from user until valid command is both given and executed. do { - // Get pre-processed command input from user - command_given = get_preprocessed_command_input(&command); - if (!command_given) - return game.closed; + // Check some quick-time game state items, get input from user, increment turn, + // and pre-process commands. Keep going until pre-processing is done. + do { + checkhints(); + close_cleanup_before_command(); + + 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; + + ++game.turns; + } while ( !preprocess_command(&command)); + command_given = true; + + // check if game is closed + if (closecheck() ) + return true; - // loop until all words in command are procesed + // loop until all words in command are procesed do { // assume all words in command are processed, until proven otherwise command_executed = true; + if (command.word[0].id == WORD_NOT_FOUND) { + /* Gee, I don't understand. */ + sspeak(DONT_KNOW, command.word[0].raw); + clear_command(&command); + command_given = false; + continue; + } + + // Give user hints of shortcuts if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) { if (++game.iwest == 10) rspeak(W_IS_WEST); @@ -1170,13 +1163,6 @@ static bool do_command() 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); - command_given = false; - break; - } switch (command.word[0].type) { case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing @@ -1199,51 +1185,50 @@ static bool do_command() sspeak(DONT_KNOW, command.word[0].raw); clear_command(&command); command_given = false; + continue; } 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: + 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; - 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 - } + /* 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); diff --git a/misc.c b/misc.c index 5687258..6132b92 100644 --- a/misc.c +++ b/misc.c @@ -538,6 +538,19 @@ bool get_command_input(command_t *command) tokenize(inputbuf, command); +#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 + return true; }