From 2a5dac3d8ce9d8b41704a88230b2031b99b15de6 Mon Sep 17 00:00:00 2001 From: Aaron Traas Date: Fri, 7 Dec 2018 10:35:36 -0500 Subject: [PATCH] Abstracted a chuck of do_command() into seperate function do_move(), moved that call to main loop, so as to narrow the focus of do_command() to getting and processing commands. --- advent.h | 1 + main.c | 48 +++++++++++++++++++++++++++--------------------- misc.c | 11 +++++++++++ 3 files changed, 39 insertions(+), 21 deletions(-) diff --git a/advent.h b/advent.h index 48cb54e..87ee153 100644 --- a/advent.h +++ b/advent.h @@ -210,6 +210,7 @@ extern struct game_t game; extern struct settings_t settings; extern bool get_command_input(command_t *); +extern void clear_command(command_t *); extern void speak(const char*, ...); extern void sspeak(int msg, ...); extern void pspeak(vocab_t, enum speaktype, bool, int, ...); diff --git a/main.c b/main.c index 926835c..0ad375b 100644 --- a/main.c +++ b/main.c @@ -40,6 +40,7 @@ static void sig_handler(int signo) */ static bool do_command(void); +static bool do_move(void); int main(int argc, char *argv[]) { @@ -116,6 +117,11 @@ int main(int argc, char *argv[]) /* interpret commands until EOF or interrupt */ for (;;) { + // if we're supposed to move, move + if (!do_move()) + continue; + + // get command if (!do_command()) break; } @@ -980,15 +986,6 @@ static void listobjects(void) } } -void clear_command(command_t *cmd) -{ - cmd->verb = ACT_NULL; - cmd->part = unknown; - game.oldobj = cmd->obj; - cmd->obj = NO_OBJECT; - cmd->state = EMPTY; -} - 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": @@ -1051,18 +1048,20 @@ bool preprocess_command(command_t *command) command->word[0].type = ACTION; } } + + /* If no word type is given for the first word, we assume it's a motion. */ + if(command->word[0].type == NO_WORD_TYPE) + command->word[0].type = MOTION; + command->state = PREPROCESSED; return true; } return false; } -static bool do_command() -/* Get and execute a command */ +static bool do_move(void) +/* Actually execute the move to the new location and dwarf movement */ { - static command_t command; - command.state = EMPTY; - /* Can't leave cave once it's closing (except by main office). */ if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) { rspeak(EXIT_CLOSED); @@ -1090,9 +1089,8 @@ static bool do_command() if (!dwarfmove()) croak(); - if (game.loc == LOC_NOWHERE) { + if (game.loc == LOC_NOWHERE) croak(); - } /* The easiest way to get killed is to fall into a pit in * pitch darkness. */ @@ -1100,9 +1098,18 @@ static bool do_command() rspeak(PIT_FALL); game.oldlc2 = game.loc; croak(); - return true; + return false; } + return true; +} + +static bool do_command() +/* Get and execute a command */ +{ + static command_t command; + clear_command(&command); + /* Describe the current location and (maybe) get next command. */ while (command.state != EXECUTED) { describe_location(); @@ -1178,7 +1185,6 @@ static bool do_command() } 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); command.state = EXECUTED; @@ -1232,6 +1238,9 @@ static bool do_command() /* object cleared; we need to go back to the preprocessing step */ command.state = GIVEN; break; + case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label + command.state = GIVEN; + break; case GO_DWARFWAKE: /* Oh dear, he's disturbed the dwarves. */ rspeak(DWARVES_AWAKEN); @@ -1241,9 +1250,6 @@ static bool do_command() break; case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label break; - case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label - command.state = GIVEN; - break; default: // LCOV_EXCL_LINE BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE } diff --git a/misc.c b/misc.c index 6db040a..3633928 100644 --- a/misc.c +++ b/misc.c @@ -556,6 +556,17 @@ bool get_command_input(command_t *command) return true; } +void clear_command(command_t *cmd) +/* Resets the state of the command to empty */ +{ + cmd->verb = ACT_NULL; + cmd->part = unknown; + game.oldobj = cmd->obj; + cmd->obj = NO_OBJECT; + cmd->state = EMPTY; +} + + void juggle(obj_t object) /* Juggle an object by picking it up and putting it down again, the purpose * being to get the object to the front of the chain of things at its loc. */ -- 2.31.1