#include <getopt.h>
#include <signal.h>
#include <time.h>
+#include <string.h>
#include "advent.h"
-#include "database.h"
#include "linenoise/linenoise.h"
-#include "newdb.h"
+#include "dungeon.h"
#define DIM(a) (sizeof(a)/sizeof(a[0]))
bool editline = true;
bool prompt = true;
+// LCOV_EXCL_START
+// exclude from coverage analysis because it requires interactivity to test
static void sig_handler(int signo)
{
if (signo == SIGINT) {
}
exit(0);
}
+// LCOV_EXCL_STOP
/*
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
- *
+Here's what we think. *
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* Revived 2017 as Open Adventure.
*/
-static bool do_command(FILE *);
+static bool do_command(void);
int main(int argc, char *argv[])
{
initialise();
/* Start-up, dwarf stuff */
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
/* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
+ if (!do_command())
break;
}
/* show score and exit */
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
return true;
}
return false;
game.hintlc[hint] = 0;
return;
default:
- BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+ BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
break;
}
int snarfed = 0;
bool movechest = false, robplayer = false;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
+ if (!objects[treasure].is_treasure)
+ continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
}
if (robplayer) {
rspeak(PIRATE_POUNCES);
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (!objects[treasure].is_treasure)
- continue;
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!objects[treasure].is_treasure)
+ continue;
if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
carry(treasure, game.loc);
kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(travel[kk]);
+ game.newloc = T_DESTINATION(travel[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
}
++kk;
} while
- (!travel[kk - 1].stop);
+ (!travel[kk - 1].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
* another chance, he gets a snide remark as we exit. When
* reincarnated, all objects being carried get dropped at game.oldlc2
* (presumably the last place prior to being killed) without change
- * of props. the loop runs backwards to assure that the bird is
- * dropped before the cage. (this kluge could be changed once we're
+ * of props. The loop runs backwards to assure that the bird is
+ * dropped before the cage. (This kluge could be changed once we're
* sure all references to bird and cage are done by keywords.) The
* lamp is a special case (it wouldn't do to leave it in the cave).
* It is turned off and left outside the building (only if he was
int scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
- BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+ BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
if (motion == NUL)
return true;
else if (motion == BACK) {
++kk; /* go to next travel entry for this location */
continue;
}
- /* we've reached the end of travel entries for game.loc */
- kk = k2;
+ /* we've reached the end of travel entries for game.loc */
+ kk = k2;
if (kk == 0) {
rspeak(NOT_CONNECTED);
return true;
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk = NEARBY;
+ if (verb == FIND || verb == INVENTORY)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
rspeak(spk);
/* (ESR) We've found a destination that goes with the motion verb.
* Next we need to check any conditional(s) on this destination, and
* possibly on following entries. */
- scratchloc = T_HIGH(travel[kk]);
-
do {
- /*
- * (ESR) This conditional-skip loop may have to be repeated if
- * it includes the plover passage. Same deal for any future
- * cases where we need to block travel and then redo it once
- * the blocking condition has been removed.
- */
for (;;) { /* L12 loop */
for (;;) {
- game.newloc = scratchloc / 1000;
- motion = MOD(game.newloc, 100);
- if (!SPECIAL(game.newloc)) {
- if (game.newloc <= 100) {
- if (game.newloc == 0 || PCT(game.newloc))
+ long cond = T_CONDITION(travel[kk]);
+ long arg = MOD(cond, 100);
+ if (!SPECIAL(cond)) {
+ /* YAML N and [pct N] conditionals */
+ if (cond <= 100) {
+ if (cond == 0 || PCT(cond))
break;
/* else fall through */
}
- /* handles the YAML "with" clause */
- if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+ /* YAML [with OBJ] clause */
+ if (TOTING(arg) || (cond > 200 && AT(arg)))
break;
- /* else fall through */
- } else if (game.prop[motion] != game.newloc / 100 - 3)
+ /* else fall through to check [not OBJ STATE] */
+ } else if (game.prop[arg] != cond / 100 - 3)
break;
+
+ /* We arrive here on conditional failure.
+ * Skip to next non-matching destination */
+ long k3 = kk;
do {
- if (travel[kk].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = T_HIGH(travel[kk]);
+ if (travel[k3].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++k3;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[kk]) == T_HIGH(travel[k3]));
+ kk = k3;
}
- game.newloc = MOD(scratchloc, 1000);
+ /* Found an eligible rule, now execute it */
+ game.newloc = T_DESTINATION(travel[kk]);
if (!SPECIAL(game.newloc))
return true;
- if (game.newloc > 500) {
- /* Execute a speak rule */
- rspeak(L_SPEAK(game.newloc));
- game.newloc = game.loc;
- return true;
- } else {
- game.newloc -= SPECIALBASE;
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
/* Travel 301. Plover-alcove passage. Can carry only
* to get it out. Having dropped it, go back and
* pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
+ k2 = kk;
do {
- if (travel[kk].stop)
- BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
- ++kk;
- game.newloc = T_HIGH(travel[kk]);
+ if (travel[k2].stop)
+ BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+ ++k2;
} while
- (game.newloc == scratchloc);
- scratchloc = game.newloc;
+ (T_HIGH(travel[kk]) == T_HIGH(travel[k2]));
+ kk = k2;
continue; /* goto L12 */
case 3:
/* Travel 303. Troll bridge. Must be done only
* entries check for game.prop(TROLL)=0.) Special
* stuff for bear. */
if (game.prop[TROLL] == 1) {
- pspeak(TROLL,look, 1);
+ pspeak(TROLL, look, 1);
game.prop[TROLL] = 0;
move(TROLL2, 0);
move(TROLL2 + NOBJECTS, 0);
game.prop[TROLL] = 2;
drop(BEAR, game.newloc);
game.fixed[BEAR] = -1;
- game.prop[BEAR] = 3;
+ game.prop[BEAR] = BEAR_DEAD;
game.oldlc2 = game.newloc;
croak();
return true;
}
- default:
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
}
break; /* Leave L12 loop */
move(TROLL2, objects[TROLL].plac);
move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
juggle(CHASM);
- if (game.prop[BEAR] != 3)DESTROY(BEAR);
+ if (game.prop[BEAR] != BEAR_DEAD)
+ DESTROY(BEAR);
game.prop[CHAIN] = 0;
game.fixed[CHAIN] = 0;
game.prop[AXE] = 0;
int spk = GET_BATTERIES;
if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == DEAD_BATTERIES)
- spk = MISSING_BATTERIES;
+ spk = MISSING_BATTERIES;
rspeak(spk);
}
}
}
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
/* Get and execute a command */
{
long V1, V2;
game.knfloc = 0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
- return false;
+ char* input;
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return (false);
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ }
+ long tokens[4];
+ tokenize(input, tokens);
+ command.wd1 = tokens[0];
+ command.wd1x = tokens[1];
+ command.wd2 = tokens[2];
+ command.wd2x = tokens[3];
/* Every input, check "game.foobar" flag. If zero, nothing's
* going on. If pos, make neg. If neg, he skipped a word,
game.foobar = (game.foobar > 0 ? -game.foobar : 0);
++game.turns;
- /* If a turn threshold has been met, apply penalties and tell
- * the player about it. */
- for (int i = 0; i < NTHRESHOLDS; ++i)
- {
- if (game.turns == turn_thresholds[i].threshold + 1)
- {
- game.trnluz += turn_thresholds[i].point_loss;
- speak(turn_thresholds[i].message);
- }
- }
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
if (command.verb == SAY && command.wd2 > 0)
command.verb = 0;
} else
lampcheck();
- V1 = vocab(command.wd1, -1);
- V2 = vocab(command.wd2, -1);
+ char word1[6];
+ char word2[6];
+ packed_to_token(command.wd1, word1);
+ packed_to_token(command.wd2, word2);
+ V1 = get_vocab_id(word1);
+ V2 = get_vocab_id(word2);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
- command.wd2 = MAKEWD(WORD_POUR);
+ command.wd2 = token_to_packed("POUR");
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- command.wd1 = MAKEWD(WORD_CATCH);
+ command.wd1 = token_to_packed("CATCH");
}
L2620:
- if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
+ if (wordeq(command.wd1, token_to_packed("WEST"))) {
++game.iwest;
if (game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
+ if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
if (++igo == 10)
rspeak(GO_UNNEEDED);
}
Lookup:
- defn = vocab(command.wd1, -1);
+ packed_to_token(command.wd1, word1);
+ defn = get_vocab_id(word1);
if (defn == -1) {
/* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
+ if (fallback_handler(input))
continue;
rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
command.verb = kmod;
break;
case 3:
- rspeak(kmod);
+ rspeak(specials[kmod].message);
goto L2012;
default:
- BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
Laction:
- switch (action(cmdin, &command)) {
+ switch (action(&command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
rspeak(DWARVES_AWAKEN);
terminate(endgame);
default:
- BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+ BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
+ linenoiseFree(input);
}
}