Refactor getobj() to use callbacks on candidate objects

This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".

Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.

This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
  make it behave exactly as it did previously. PR #77 would sometimes
  outright exclude objects because it lacked semantics for invalid
  objects that should be selectable anyway, or give slightly different
  messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
  add more flags later - such as FIQ's "allow floor features" flag, if
  that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things

The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)

This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.

I did not refactor ggetobj() as part of this change.
This commit is contained in:
copperwater
2021-01-07 11:05:59 -05:00
parent 39fbf083a2
commit 0b638592a4
20 changed files with 792 additions and 456 deletions

View File

@@ -5,14 +5,14 @@
#include "hack.h"
static NEARDATA const char beverages[] = { POTION_CLASS, 0 };
static long FDECL(itimeout, (long));
static long FDECL(itimeout_incr, (long, int));
static void NDECL(ghost_from_bottle);
static int FDECL(drink_ok, (struct obj *));
static boolean
FDECL(H2Opotion_dip, (struct obj *, struct obj *, BOOLEAN_P, const char *));
static short FDECL(mixtype, (struct obj *, struct obj *));
static int FDECL(dip_ok, (struct obj *));
/* force `val' to be within valid range for intrinsic timeout value */
static long
@@ -481,6 +481,18 @@ ghost_from_bottle()
g.nomovemsg = "You regain your composure.";
}
/* getobj callback for object to drink from, which also does double duty as the
* callback for dipping into (both just allow potions). */
static int
drink_ok(obj)
struct obj *obj;
{
if (obj && obj->oclass == POTION_CLASS)
return GETOBJ_SUGGEST;
return GETOBJ_EXCLUDE;
}
/* "Quaffing is like drinking, except you spill more." - Terry Pratchett */
int
dodrink()
@@ -517,7 +529,7 @@ dodrink()
}
}
otmp = getobj(beverages, "drink");
otmp = getobj("drink", drink_ok, GETOBJ_NOFLAGS);
if (!otmp)
return 0;
@@ -1888,6 +1900,22 @@ register struct obj *o1, *o2;
return STRANGE_OBJECT;
}
/* getobj callback for object to be dipped (not the thing being dipped into,
* that uses drink_ok) */
static int
dip_ok(obj)
struct obj *obj;
{
/* dipping hands and gold isn't currently implemented */
if (!obj || obj->oclass == COIN_CLASS)
return GETOBJ_EXCLUDE;
if (inaccessible_equipment(obj, (const char *) 0, FALSE))
return GETOBJ_EXCLUDE_INACCESS;
return GETOBJ_SUGGEST;
}
/* #dip command */
int
dodip()
@@ -1896,14 +1924,11 @@ dodip()
register struct obj *potion, *obj;
struct obj *singlepotion;
uchar here;
char allowall[2];
short mixture;
char qbuf[QBUFSZ], obuf[QBUFSZ];
const char *shortestname; /* last resort obj name for prompt */
allowall[0] = ALL_CLASSES;
allowall[1] = '\0';
if (!(obj = getobj(allowall, "dip")))
if (!(obj = getobj("dip", dip_ok, GETOBJ_PROMPT)))
return 0;
if (inaccessible_equipment(obj, "dip", FALSE))
return 0;
@@ -1957,7 +1982,7 @@ dodip()
/* "What do you want to dip <the object> into? [xyz or ?*] " */
Sprintf(qbuf, "dip %s into", flags.verbose ? obuf : shortestname);
potion = getobj(beverages, qbuf);
potion = getobj(qbuf, drink_ok, GETOBJ_NOFLAGS);
if (!potion)
return 0;
if (potion == obj && potion->quan == 1L) {