X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=misc.c;h=6db040a1fb3c0f755b3a741d5d9646845df698e5;hp=aa164728d54366942e282de3e1fdcee704b81877;hb=e3b508536d825ffd795b1b25abebc3ae8b800078;hpb=782c5c3f290555fa9368208efdb3b428f45468eb diff --git a/misc.c b/misc.c index aa16472..6db040a 100644 --- a/misc.c +++ b/misc.c @@ -5,7 +5,7 @@ * Copyright (c) 2017 by Eric S. Raymond * SPDX-License-Identifier: BSD-2-clause */ - + #include #include #include @@ -139,7 +139,7 @@ void sspeak(const int msg, ...) va_end(ap); } -void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) +void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...) /* Find the skip+1st message from msg and print it. Modes are: * feel = for inventory, what you can touch * look = the full description for the state the object is in @@ -147,7 +147,7 @@ void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) * study = text on the object. */ { va_list ap; - va_start(ap, blank); + va_start(ap, skip); switch (mode) { case touch: vspeak(objects[msg].inventory, blank, ap); @@ -421,60 +421,65 @@ static bool is_valid_int(const char *str) return true; } -static void get_vocab_metadata(command_word_t* word) +static void get_vocab_metadata(const char* word, vocab_t* id, word_type_t* type) { /* Check for an empty string */ - if (strncmp(word->raw, "", sizeof("")) == 0) { - word->id = WORD_EMPTY; - word->type = NO_WORD_TYPE; + if (strncmp(word, "", sizeof("")) == 0) { + *id = WORD_EMPTY; + *type = NO_WORD_TYPE; return; } vocab_t ref_num; - ref_num = get_motion_vocab_id(word->raw); + ref_num = get_motion_vocab_id(word); if (ref_num != WORD_NOT_FOUND) { - word->id = ref_num; - word->type = MOTION; + *id = ref_num; + *type = MOTION; return; } - ref_num = get_object_vocab_id(word->raw); + ref_num = get_object_vocab_id(word); if (ref_num != WORD_NOT_FOUND) { - word->id = ref_num; - word->type = OBJECT; + *id = ref_num; + *type = OBJECT; return; } - ref_num = get_action_vocab_id(word->raw); + ref_num = get_action_vocab_id(word); if (ref_num != WORD_NOT_FOUND) { - word->id = ref_num; - word->type = ACTION; + *id = ref_num; + *type = ACTION; return; } // Check for the reservoir magic word. - if (strcasecmp(word->raw, game.zzword) == 0) { - word->id = PART; - word->type = ACTION; + if (strcasecmp(word, game.zzword) == 0) { + *id = PART; + *type = ACTION; return; } // Check words that are actually numbers. - if (is_valid_int(word->raw)) { - word->id = WORD_EMPTY; - word->type = NUMERIC; + if (is_valid_int(word)) { + *id = WORD_EMPTY; + *type = NUMERIC; return; } - word->id = WORD_NOT_FOUND; - word->type = NO_WORD_TYPE; + *id = WORD_NOT_FOUND; + *type = NO_WORD_TYPE; return; } static void tokenize(char* raw, command_t *cmd) { - memset(cmd, '\0', sizeof(command_t)); + /* + * Be caereful about modifing this. We do not want to nuke the + * the speech part or ID from the previous turn. + */ + memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw)); + memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw)); /* Bound prefix on the %s would be needed to prevent buffer * overflow. but we shortstop this more simply by making each @@ -504,8 +509,9 @@ static void tokenize(char* raw, command_t *cmd) } /* populate command with parsed vocabulary metadata */ - get_vocab_metadata(&(cmd->word[0])); - get_vocab_metadata(&(cmd->word[1])); + get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type)); + get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type)); + cmd->state = TOKENIZED; } bool get_command_input(command_t *command) @@ -533,6 +539,20 @@ 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 + + command->state = GIVEN; return true; } @@ -585,7 +605,9 @@ void carry(obj_t object, loc_t where) if (game.place[object] == CARRIED) return; game.place[object] = CARRIED; - ++game.holdng; + + if (object != BIRD) + ++game.holdng; } if (game.atloc[where] == object) { game.atloc[where] = game.link[object]; @@ -606,7 +628,14 @@ void drop(obj_t object, loc_t where) game.fixed[object - NOBJECTS] = where; else { if (game.place[object] == CARRIED) - --game.holdng; + if (object != BIRD) + /* The bird has to be weightless. This ugly hack (and the + * corresponding code in the drop function) brought to you + * by the fact that when the bird is caged, we need to be able + * to either 'take bird' or 'take cage' and have the right thing + * happen. + */ + --game.holdng; game.place[object] = where; } if (where == LOC_NOWHERE || @@ -694,7 +723,7 @@ void state_change(obj_t obj, int state) /* Object must have a change-message list for this to be useful; only some do */ { game.prop[obj] = state; - pspeak(obj, change, state, true); + pspeak(obj, change, true, state); } /* end */