}
} else {
i++;
- // Integer specifier. In order to accommodate the fact
- // that PARMS can have both legitimate integers *and*
- // packed tokens, stringify everything. Future work may
- // eliminate the need for this.
+ // Integer specifier.
if (msg[i] == 'd') {
long arg = va_arg(ap, long);
int ret = snprintf(renderp, size, "%ld", arg);
}
}
+ // 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;
va_end(ap);
}
-void sspeak(const long msg, ...)
+void sspeak(const int msg, ...)
{
va_list ap;
va_start(ap, msg);
void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
/* Find the skip+1st message from msg and print it. Modes are:
* feel = for inventory, what you can touch
- * look = the long description for the state the object is in
+ * look = the full description for the state the object is in
* listen = the sound for the state the object is in
* study = text on the object. */
{
return (count);
}
-static char* get_input()
+static char* get_input(void)
{
// Set up the prompt
char input_prompt[] = "> ";
return (input);
}
-bool silent_yes()
+bool silent_yes(void)
{
bool outcome = false;
return (WORD_NOT_FOUND);
}
-static int get_special_vocab_id(const char* word)
-// Return the first special number that has 'word' as one of its words.
+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() */
{
- for (int i = 0; i < NSPECIALS; ++i) {
- for (int j = 0; j < specials[i].words.n; ++j) {
- if (strncasecmp(word, specials[i].words.strs[j], TOKLEN) == 0)
- return (i);
- }
+ // Handle negative number
+ if (*str == '-')
+ ++str;
+
+ // Handle empty string or just "-". Should never reach this
+ // point, because this is only used with transitive verbs.
+ if (!*str)
+ return false; // LCOV_EXCL_LINE
+
+ // Check for non-digit chars in the rest of the stirng.
+ while (*str)
+ {
+ if (!isdigit(*str))
+ return false;
+ else
+ ++str;
}
- // If execution reaches here, we didn't find the word.
- return (WORD_NOT_FOUND);
+
+ return true;
}
-static void get_vocab_metadata(const char* word, long* 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;
}
- long ref_num;
+ 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;
}
- ref_num = get_special_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND) {
- *id = ref_num;
- *type = SPECIAL;
+ // Check for the reservoir magic word.
+ if (strcasecmp(word->raw, game.zzword) == 0) {
+ word->id = PART;
+ word->type = ACTION;
return;
}
- // Check for the reservoir magic word.
- if (strcasecmp(word, game.zzword) == 0) {
- *id = PART;
- *type = ACTION;
+ // Check words that are actually numbers.
+ 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;
}
/* 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 enrire inout buffer. */
- sscanf(raw, "%s%s", cmd->raw1, cmd->raw2);
+ * raw-input buffer as long as the entire input buffer. */
+ 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 vocab metadata */
- get_vocab_metadata(cmd->raw1, &(cmd->id1), &(cmd->type1));
- get_vocab_metadata(cmd->raw2, &(cmd->id2), &(cmd->type2));
+ /* populate command with parsed vocabulary metadata */
+ get_vocab_metadata(&(cmd->word[0]));
+ get_vocab_metadata(&(cmd->word[1]));
}
bool get_command_input(struct command_t *command)
* pick up objects which are not at any loc, since carry wants to
* remove objects from game.atloc chains. */
{
- long from;
+ loc_t from;
if (object > NOBJECTS)
from = game.fixed[object - NOBJECTS];
drop(object, where);
}
-long put(obj_t object, loc_t where, long pval)
+loc_t put(obj_t object, loc_t where, long pval)
/* put() is the same as move(), except it returns a value used to set up the
* negated game.prop values for the repository objects. */
{
game.atloc[where] = object;
}
-long atdwrf(loc_t where)
+int atdwrf(loc_t where)
/* Return the index of first dwarf at the given location, zero if no dwarf is
* there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
* the pirate (6th dwarf). */
{
- long at;
+ int at;
at = 0;
if (game.dflag < 2)
- return (at);
+ return at;
at = -1;
for (long i = 1; i <= NDWARVES - 1; i++) {
if (game.dloc[i] == where)
if (game.dloc[i] != 0)
at = 0;
}
- return (at);
+ return at;
}
/* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
* randrange) */
-long setbit(long bit)
+long setbit(int bit)
/* Returns 2**bit for use in constructing bit-masks. */
{
return (1L << bit);
game.lcg_x = (unsigned long) seedval % game.lcg_m;
// once seed is set, we need to generate the Z`ZZZ word
- make_zzword(game.zzword);
+ for (int i = 0; i < 5; ++i) {
+ game.zzword[i] = 'A' + randrange(26);
+ }
+ game.zzword[1] = '\''; // force second char to apostrophe
+ 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;
return range * get_next_lcg_value() / game.lcg_m;
}
-void make_zzword(char zzword[TOKLEN + 1])
-{
- for (int i = 0; i < 5; ++i) {
- zzword[i] = 'A' + randrange(26);
- }
- zzword[1] = '\''; // force second char to apostrophe
- zzword[5] = '\0';
-}
-
// LCOV_EXCL_START
void bug(enum bugtype num, const char *error_string)
{
/* end */
-void state_change(obj_t obj, long state)
+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;