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Create regression test for issue #36.
[open-adventure.git]
/
misc.c
diff --git
a/misc.c
b/misc.c
index 302e61cc641d4faeac7b176839ddd2aa05cac9a1..0e6b50e535b6365f7457ec0d50d59aa50edbc929 100644
(file)
--- a/
misc.c
+++ b/
misc.c
@@
-1,3
+1,11
@@
+/*
+ * I/O and support riutines.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
@@
-413,60
+421,65
@@
static bool is_valid_int(const char *str)
return true;
}
return true;
}
-static void get_vocab_metadata(co
mmand_word_t* word
)
+static void get_vocab_metadata(co
nst char* word, vocab_t* id, word_type_t* type
)
{
/* Check for an empty string */
{
/* Check for an empty string */
- if (strncmp(word
->raw
, "", sizeof("")) == 0) {
-
word->
id = WORD_EMPTY;
-
word->
type = NO_WORD_TYPE;
+ if (strncmp(word, "", sizeof("")) == 0) {
+
*
id = WORD_EMPTY;
+
*
type = NO_WORD_TYPE;
return;
}
vocab_t ref_num;
return;
}
vocab_t ref_num;
- ref_num = get_motion_vocab_id(word
->raw
);
+ ref_num = get_motion_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
if (ref_num != WORD_NOT_FOUND) {
-
word->
id = ref_num;
-
word->
type = MOTION;
+
*
id = ref_num;
+
*
type = MOTION;
return;
}
return;
}
- ref_num = get_object_vocab_id(word
->raw
);
+ ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
if (ref_num != WORD_NOT_FOUND) {
-
word->
id = ref_num;
-
word->
type = OBJECT;
+
*
id = ref_num;
+
*
type = OBJECT;
return;
}
return;
}
- ref_num = get_action_vocab_id(word
->raw
);
+ ref_num = get_action_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
if (ref_num != WORD_NOT_FOUND) {
-
word->
id = ref_num;
-
word->
type = ACTION;
+
*
id = ref_num;
+
*
type = ACTION;
return;
}
// Check for the reservoir magic word.
return;
}
// Check for the reservoir magic word.
- if (strcasecmp(word
->raw
, game.zzword) == 0) {
-
word->
id = PART;
-
word->
type = ACTION;
+ if (strcasecmp(word, game.zzword) == 0) {
+
*
id = PART;
+
*
type = ACTION;
return;
}
// Check words that are actually numbers.
return;
}
// Check words that are actually numbers.
- if (is_valid_int(word
->raw
)) {
-
word->
id = WORD_EMPTY;
-
word->
type = NUMERIC;
+ if (is_valid_int(word)) {
+
*
id = WORD_EMPTY;
+
*
type = NUMERIC;
return;
}
return;
}
-
word->
id = WORD_NOT_FOUND;
-
word->
type = NO_WORD_TYPE;
+
*
id = WORD_NOT_FOUND;
+
*
type = NO_WORD_TYPE;
return;
}
static void tokenize(char* raw, command_t *cmd)
{
return;
}
static void tokenize(char* raw, command_t *cmd)
{
- memset(cmd, '\0', sizeof(command_t));
+ /*
+ * Be caereful about modifing this. We do not want to nuke the
+ * the speech part or ID from the previous turn.
+ */
+ memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0],raw));
+ memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
/* Bound prefix on the %s would be needed to prevent buffer
* overflow. but we shortstop this more simply by making each
/* Bound prefix on the %s would be needed to prevent buffer
* overflow. but we shortstop this more simply by making each
@@
-496,8
+509,8
@@
static void tokenize(char* raw, command_t *cmd)
}
/* populate command with parsed vocabulary metadata */
}
/* populate command with parsed vocabulary metadata */
- get_vocab_metadata(
&(cmd->word[0]
));
- get_vocab_metadata(
&(cmd->word[1]
));
+ get_vocab_metadata(
cmd->word[0].raw, &(cmd->word[0].id), &(cmd->word[0].type
));
+ get_vocab_metadata(
cmd->word[1].raw, &(cmd->word[1].id), &(cmd->word[1].type
));
}
bool get_command_input(command_t *command)
}
bool get_command_input(command_t *command)
@@
-577,7
+590,9
@@
void carry(obj_t object, loc_t where)
if (game.place[object] == CARRIED)
return;
game.place[object] = CARRIED;
if (game.place[object] == CARRIED)
return;
game.place[object] = CARRIED;
- ++game.holdng;
+
+ if (object!= BIRD)
+ ++game.holdng;
}
if (game.atloc[where] == object) {
game.atloc[where] = game.link[object];
}
if (game.atloc[where] == object) {
game.atloc[where] = game.link[object];
@@
-598,7
+613,14
@@
void drop(obj_t object, loc_t where)
game.fixed[object - NOBJECTS] = where;
else {
if (game.place[object] == CARRIED)
game.fixed[object - NOBJECTS] = where;
else {
if (game.place[object] == CARRIED)
- --game.holdng;
+ if (object != BIRD)
+ /* The bird has to be weightless. This ugly hack (and the
+ * corresponding code in the drop function) brought to you
+ * by the fact that when the bird is caged, we need to be able
+ * to either 'take bird' or 'take cage' and have the right thing
+ * happen.
+ */
+ --game.holdng;
game.place[object] = where;
}
if (where == LOC_NOWHERE ||
game.place[object] = where;
}
if (where == LOC_NOWHERE ||
@@
-646,8
+668,10
@@
bool tstbit(long mask, int bit)
void set_seed(int32_t seedval)
/* Set the LCG seed */
{
void set_seed(int32_t seedval)
/* Set the LCG seed */
{
- game.lcg_x = (uint32_t) seedval % LCG_M;
-
+ game.lcg_x = seedval % LCG_M;
+ if (game.lcg_x < 0) {
+ game.lcg_x = LCG_M + game.lcg_x;
+ }
// once seed is set, we need to generate the Z`ZZZ word
for (int i = 0; i < 5; ++i) {
game.zzword[i] = 'A' + randrange(26);
// once seed is set, we need to generate the Z`ZZZ word
for (int i = 0; i < 5; ++i) {
game.zzword[i] = 'A' + randrange(26);