From de2b1894f22d885a43768a569118c47e1a39fb80 Mon Sep 17 00:00:00 2001 From: NHOrus Date: Thu, 6 Jul 2017 09:56:14 +0300 Subject: [PATCH] obj_t in actions. And some more magical word removal Also, reindented everything, as usual --- actions.c | 172 +++++++++++++++++++++++++++--------------------------- advent.h | 2 +- 2 files changed, 86 insertions(+), 88 deletions(-) diff --git a/actions.c b/actions.c index b1c1ce5..cb5a119 100644 --- a/actions.c +++ b/actions.c @@ -13,7 +13,7 @@ static int attack(struct command_t *command) * enemies, or no enemies but 2 others. */ { vocab_t verb = command->verb; - vocab_t obj = command->obj; + obj_t obj = command->obj; if (obj == NO_OBJECT || obj == INTRANSITIVE) { @@ -113,12 +113,12 @@ static int attack(struct command_t *command) state_change(DRAGON, DRAGON_DEAD); game.prop[RUG] = RUG_FLOOR; /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly. - * The way it was computed before was wirse; it depended on the - * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and - * LOC_SECRET5 being right between them. - */ + * The way it was computed before was wirse; it depended on the + * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and + * LOC_SECRET5 being right between them. + */ move(DRAGON + NOBJECTS, -1); - move(RUG + NOBJECTS, 0); + move(RUG + NOBJECTS, LOC_NOWHERE); move(DRAGON, LOC_SECRET5); move(RUG, LOC_SECRET5); drop(BLOOD, LOC_SECRET5); @@ -186,48 +186,45 @@ static int bigwords(long id) * 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))) - { - game.foobar = id; - if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) { - rspeak(OK_MAN); - return GO_CLEAROBJ; - } - game.foobar = WORD_EMPTY; - if (game.place[EGGS] == objects[EGGS].plac || - (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { - rspeak(NOTHING_HAPPENS); - return GO_CLEAROBJ; - } else { - /* Bring back troll if we steal the eggs back from him before - * crossing. */ - if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) - game.prop[TROLL] = TROLL_PAIDONCE; - int k = EGGS_DONE; - if (HERE(EGGS)) - k = EGGS_VANISHED; - if (game.loc == objects[EGGS].plac) - k = EGGS_HERE; - move(EGGS, objects[EGGS].plac); - pspeak(EGGS, look, k, true); - return GO_CLEAROBJ; - } - } - else - { - if (game.loc == LOC_GIANTROOM) { - rspeak(START_OVER); - } else { - /* This is new begavior in Open Adventure - sounds better when - * player isn't in the Giant Room. */ - rspeak(WELL_POINTLESS); - } - game.foobar = WORD_EMPTY; - return GO_CLEAROBJ; + 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))) { + game.foobar = id; + if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) { + rspeak(OK_MAN); + return GO_CLEAROBJ; + } + game.foobar = WORD_EMPTY; + if (game.place[EGGS] == objects[EGGS].plac || + (TOTING(EGGS) && game.loc == objects[EGGS].plac)) { + rspeak(NOTHING_HAPPENS); + return GO_CLEAROBJ; + } else { + /* Bring back troll if we steal the eggs back from him before + * crossing. */ + if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID) + game.prop[TROLL] = TROLL_PAIDONCE; + int k = EGGS_DONE; + if (HERE(EGGS)) + k = EGGS_VANISHED; + if (game.loc == objects[EGGS].plac) + k = EGGS_HERE; + move(EGGS, objects[EGGS].plac); + pspeak(EGGS, look, k, true); + return GO_CLEAROBJ; + } + } else { + if (game.loc == LOC_GIANTROOM) { + rspeak(START_OVER); + } else { + /* This is new begavior in Open Adventure - sounds better when + * player isn't in the Giant Room. */ + rspeak(WELL_POINTLESS); + } + game.foobar = WORD_EMPTY; + return GO_CLEAROBJ; } } @@ -248,7 +245,7 @@ static void blast(void) } } -static int vbreak(token_t verb, token_t obj) +static int vbreak(vocab_t verb, obj_t obj) /* Break. Only works for mirror in repository and, of course, the vase. */ { if (obj == MIRROR) { @@ -280,7 +277,7 @@ static int brief(void) return GO_CLEAROBJ; } -static int vcarry(token_t verb, token_t obj) +static int vcarry(token_t verb, obj_t obj) /* Carry an object. Special cases for bird and cage (if bird in cage, can't * take one without the other). Liquids also special, since they depend on * status of bottle. Also various side effects, etc. */ @@ -445,7 +442,7 @@ static int chain(token_t verb) return GO_CLEAROBJ; } -static int discard(token_t verb, token_t obj, bool just_do_it) +static int discard(token_t verb, obj_t obj, bool just_do_it) /* Discard object. "Throw" also comes here for most objects. Special cases for * bird (might attack snake or dragon) and cage (might contain bird) and vase. * Drop coins at vending machine for extra batteries. */ @@ -528,7 +525,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it) return GO_CLEAROBJ; } -static int drink(token_t verb, token_t obj) +static int drink(token_t verb, obj_t obj) /* Drink. If no object, assume water and look for it here. If water is in * the bottle, drink that, else must be at a water loc, so drink stream. */ { @@ -558,7 +555,7 @@ static int drink(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int eat(token_t verb, token_t obj) +static int eat(token_t verb, obj_t obj) /* Eat. Intransitive: assume food if present, else ask what. Transitive: food * ok, some things lose appetite, rest are ridiculous. */ { @@ -590,7 +587,7 @@ static int eat(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int extinguish(token_t verb, int obj) +static int extinguish(token_t verb, obj_t obj) /* Extinguish. Lamp, urn, dragon/volcano (nice try). */ { if (obj == INTRANSITIVE) { @@ -629,7 +626,7 @@ static int extinguish(token_t verb, int obj) return GO_CLEAROBJ; } -static int feed(token_t verb, token_t obj) +static int feed(token_t verb, obj_t obj) /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him * mad. Bear, special. */ { @@ -689,7 +686,7 @@ static int feed(token_t verb, token_t obj) return GO_CLEAROBJ; } -int fill(token_t verb, token_t obj) +int fill(token_t verb, obj_t obj) /* Fill. Bottle or urn must be empty, and liquid available. (Vase * is nasty.) */ { @@ -764,7 +761,7 @@ int fill(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int find(token_t verb, token_t obj) +static int find(token_t verb, obj_t obj) /* Find. Might be carrying it, or it might be here. Else give caveat. */ { if (TOTING(obj)) { @@ -790,7 +787,7 @@ static int find(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int fly(token_t verb, token_t obj) +static int fly(token_t verb, obj_t obj) /* Fly. Snide remarks unless hovering rug is here. */ { if (obj == INTRANSITIVE) { @@ -817,10 +814,10 @@ static int fly(token_t verb, token_t obj) game.oldloc = game.loc; if (game.prop[SAPPH] == STATE_NOTFOUND) { - game.newloc = game.place[SAPPH]; + game.newloc = game.place[SAPPH]; rspeak(RUG_GOES); } else { - game.newloc = LOC_CLIFF; + game.newloc = LOC_CLIFF; rspeak(RUG_RETURNS); } return GO_TERMINATE; @@ -830,7 +827,7 @@ static int inven(void) /* Inventory. If object, treat same as find. Else report on current burden. */ { bool empty = true; - for (int i = 1; i <= NOBJECTS; i++) { + for (obj_t i = 1; i <= NOBJECTS; i++) { if (i == BEAR || !TOTING(i)) continue; @@ -847,7 +844,7 @@ static int inven(void) return GO_CLEAROBJ; } -static int light(token_t verb, token_t obj) +static int light(token_t verb, obj_t obj) /* Light. Applicable only to lamp and urn. */ { if (obj == INTRANSITIVE) { @@ -893,12 +890,13 @@ static int listen(void) rspeak(NO_MESSAGE); return GO_CLEAROBJ; } - for (int i = 1; i <= NOBJECTS; i++) { + for (obj_t i = 1; i <= NOBJECTS; i++) { if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0) continue; int mi = game.prop[i]; + /* FIXME: Weird magic on object states */ if (i == BIRD) mi += 3 * game.blooded; long packed_zzword = token_to_packed(game.zzword); @@ -912,7 +910,7 @@ static int listen(void) return GO_CLEAROBJ; } -static int lock(token_t verb, token_t obj) +static int lock(token_t verb, obj_t obj) /* Lock, unlock, no object given. Assume various things if present. */ { if (obj == INTRANSITIVE) { @@ -992,7 +990,7 @@ static int lock(token_t verb, token_t obj) return GO_CLEAROBJ; } -static int pour(token_t verb, token_t obj) +static int pour(token_t verb, obj_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ { @@ -1049,13 +1047,13 @@ static int read(struct command_t command) /* Read. Print stuff based on objtxt. Oyster (?) is special case. */ { if (command.obj == INTRANSITIVE) { - command.obj = 0; + command.obj = NO_OBJECT; for (int i = 1; i <= NOBJECTS; i++) { if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0) command.obj = command.obj * NOBJECTS + i; } if (command.obj > NOBJECTS || - command.obj == 0 || + command.obj == NO_OBJECT || DARK(game.loc)) return GO_UNKNOWN; } @@ -1065,7 +1063,7 @@ static int read(struct command_t command) } else if (command.obj == OYSTER && !game.clshnt && game.closed) { game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]); } else if (objects[command.obj].texts[0] == NULL || - game.prop[command.obj] < 0) { + game.prop[command.obj] == STATE_NOTFOUND) { speak(actions[command.verb].message); } else pspeak(command.obj, study, game.prop[command.obj], true); @@ -1092,7 +1090,7 @@ static int reservoir(void) } } -static int rub(token_t verb, token_t obj) +static int rub(token_t verb, obj_t obj) /* Rub. Yields various snide remarks except for lit urn. */ { if (obj == URN && game.prop[URN] == URN_LIT) { @@ -1124,10 +1122,10 @@ static int say(struct command_t *command) 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(FIE) || + wd == ACTION_WORD(FOE) || + wd == ACTION_WORD(FOO) || + wd == ACTION_WORD(FUM) || wd == ACTION_WORD(PART)) { /* FIXME: scribbles on the interpreter's command block */ wordclear(&command->wd2); @@ -1205,7 +1203,7 @@ static int throw (struct command_t *command) } } -static int wake(token_t verb, token_t obj) +static int wake(token_t verb, obj_t obj) /* Wake. Only use is to disturb the dwarves. */ { if (obj != DWARF || @@ -1218,7 +1216,7 @@ static int wake(token_t verb, token_t obj) } } -static int wave(token_t verb, token_t obj) +static int wave(token_t verb, obj_t obj) /* Wave. No effect unless waving rod at fissure or at bird. */ { if (obj != ROD || @@ -1227,13 +1225,13 @@ static int wave(token_t verb, token_t obj) (game.closng || !AT(FISSURE)))) { speak(((!TOTING(obj)) && (obj != ROD || - !TOTING(ROD2))) ? - arbitrary_messages[ARENT_CARRYING] : - actions[verb].message); + !TOTING(ROD2))) ? + arbitrary_messages[ARENT_CARRYING] : + actions[verb].message); return GO_CLEAROBJ; } - if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) { drop(JADE, game.loc); game.prop[JADE] = STATE_FOUND; --game.tally; @@ -1388,10 +1386,10 @@ int action(struct command_t *command) case SCORE: score(scoregame); return GO_CLEAROBJ; - case FEE: - case FIE: - case FOE: - case FOO: + case FEE: + case FIE: + case FOE: + case FOO: case FUM: return bigwords(command->id1); case BRIEF: @@ -1480,10 +1478,10 @@ int action(struct command_t *command) speak(actions[command->verb].message); return GO_CLEAROBJ; } - case FEE: - case FIE: - case FOE: - case FOO: + case FEE: + case FIE: + case FOE: + case FOO: case FUM: { speak(actions[command->verb].message); return GO_CLEAROBJ; diff --git a/advent.h b/advent.h index 34f4415..289b8f6 100644 --- a/advent.h +++ b/advent.h @@ -192,7 +192,7 @@ struct settings_t { struct command_t { enum speechpart part; vocab_t verb; - vocab_t obj; + obj_t obj; token_t wd1; token_t wd2; long id1; -- 2.31.1