}
}
+ // LCOV_EXCL_START - doesn't occur in test suite.
/* Version specifier */
if (msg[i] == 'V') {
strcpy(renderp, VERSION);
renderp += len;
size -= len;
}
+ // LCOV_EXCL_STOP
}
}
*renderp = 0;
return (WORD_NOT_FOUND);
}
-static bool is_valid_int(const char *str)
-/* Returns true if the string passed in is represents a valid integer,
+static bool is_valid_int(const char *str)
+/* Returns true if the string passed in is represents a valid integer,
* that could then be parsed by atoi() */
{
// Handle negative number
if (*str == '-')
++str;
- // Handle empty string or just "-"
+ // Handle empty string or just "-". Should never reach this
+ // point, because this is only used with transitive verbs.
if (!*str)
- return false;
+ return false; // LCOV_EXCL_LINE
// Check for non-digit chars in the rest of the stirng.
- while (*str)
- {
+ while (*str) {
if (!isdigit(*str))
return false;
else
return true;
}
-static void get_vocab_metadata(const char* word, vocab_t* id, enum wordtype* type)
+static void get_vocab_metadata(command_word_t* word)
{
/* Check for an empty string */
- if (strncmp(word, "", sizeof("")) == 0) {
- *id = WORD_EMPTY;
- *type = NO_WORD_TYPE;
+ if (strncmp(word->raw, "", sizeof("")) == 0) {
+ word->id = WORD_EMPTY;
+ word->type = NO_WORD_TYPE;
return;
}
vocab_t ref_num;
- ref_num = get_motion_vocab_id(word);
+ ref_num = get_motion_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = MOTION;
+ word->id = ref_num;
+ word->type = MOTION;
return;
}
- ref_num = get_object_vocab_id(word);
+ ref_num = get_object_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = OBJECT;
+ word->id = ref_num;
+ word->type = OBJECT;
return;
}
- ref_num = get_action_vocab_id(word);
+ ref_num = get_action_vocab_id(word->raw);
if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = ACTION;
+ word->id = ref_num;
+ word->type = ACTION;
return;
}
// Check for the reservoir magic word.
- if (strcasecmp(word, game.zzword) == 0) {
- *id = PART;
- *type = ACTION;
+ if (strcasecmp(word->raw, game.zzword) == 0) {
+ word->id = PART;
+ word->type = ACTION;
return;
}
// Check words that are actually numbers.
- if (is_valid_int(word)) {
- *id = WORD_EMPTY;
- *type = NUMERIC;
+ if (is_valid_int(word->raw)) {
+ word->id = WORD_EMPTY;
+ word->type = NUMERIC;
return;
}
- *id = WORD_NOT_FOUND;
- *type = NO_WORD_TYPE;
+ word->id = WORD_NOT_FOUND;
+ word->type = NO_WORD_TYPE;
return;
}
-static void tokenize(char* raw, struct command_t *cmd)
+static void tokenize(char* raw, command_t *cmd)
{
- memset(cmd, '\0', sizeof(struct command_t));
+ memset(cmd, '\0', sizeof(command_t));
/* Bound prefix on the %s would be needed to prevent buffer
* overflow. but we shortstop this more simply by making each
* raw-input buffer as long as the entire input buffer. */
- sscanf(raw, "%s%s", cmd->raw1, cmd->raw2);
+ sscanf(raw, "%s%s", cmd->word[0].raw, cmd->word[1].raw);
/* (ESR) In oldstyle mode, simulate the uppercasing and truncating
* effect on raw tokens of packing them into sixbit characters, 5
* possible an emulation of the original UI.
*/
if (settings.oldstyle) {
- cmd->raw1[TOKLEN + TOKLEN] = cmd->raw2[TOKLEN + TOKLEN] = '\0';
- for (size_t i = 0; i < strlen(cmd->raw1); i++)
- cmd->raw1[i] = toupper(cmd->raw1[i]);
- for (size_t i = 0; i < strlen(cmd->raw2); i++)
- cmd->raw2[i] = toupper(cmd->raw2[i]);
+ cmd->word[0].raw[TOKLEN + TOKLEN] = cmd->word[1].raw[TOKLEN + TOKLEN] = '\0';
+ for (size_t i = 0; i < strlen(cmd->word[0].raw); i++)
+ cmd->word[0].raw[i] = toupper(cmd->word[0].raw[i]);
+ for (size_t i = 0; i < strlen(cmd->word[1].raw); i++)
+ cmd->word[1].raw[i] = toupper(cmd->word[1].raw[i]);
}
/* populate command with parsed vocabulary metadata */
- get_vocab_metadata(cmd->raw1, &(cmd->id1), &(cmd->type1));
- get_vocab_metadata(cmd->raw2, &(cmd->id2), &(cmd->type2));
+ get_vocab_metadata(&(cmd->word[0]));
+ get_vocab_metadata(&(cmd->word[1]));
}
-bool get_command_input(struct command_t *command)
+bool get_command_input(command_t *command)
/* Get user input on stdin, parse and map to command */
{
char inputbuf[LINESIZE];
game.zzword[5] = '\0';
}
-unsigned long get_next_lcg_value(void)
+static unsigned long get_next_lcg_value(void)
/* Return the LCG's current value, and then iterate it. */
{
unsigned long old_x = game.lcg_x;