-static void vspeak(const char* msg, bool blank, va_list ap)
-{
- // Do nothing if we got a null pointer.
- if (msg == NULL)
- return;
-
- // Do nothing if we got an empty string.
- if (strlen(msg) == 0)
- return;
-
- if (blank == true)
- printf("\n");
-
- int msglen = strlen(msg);
-
- // Rendered string
- ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
- char* rendered = xcalloc(size);
- char* renderp = rendered;
-
- // Handle format specifiers (including the custom %S) by
- // adjusting the parameter accordingly, and replacing the
- // specifier with %s.
- bool pluralize = false;
- for (int i = 0; i < msglen; i++) {
- if (msg[i] != '%') {
- /* Ugh. Least obtrusive way to deal with artifacts "on the floor"
- * being dropped outside of both cave and building. */
- if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
- strcpy(renderp, "ground");
- renderp += 6;
- i += 4;
- size -= 5;
- } else {
- *renderp++ = msg[i];
- size--;
- }
- } else {
- i++;
- // Integer specifier.
- if (msg[i] == 'd') {
- int32_t arg = va_arg(ap, int32_t);
- int ret = snprintf(renderp, size, "%" PRId32, arg);
- if (ret < size) {
- renderp += ret;
- size -= ret;
- }
- pluralize = (arg != 1);
- }
-
- // Unmodified string specifier.
- if (msg[i] == 's') {
- char *arg = va_arg(ap, char *);
- strncat(renderp, arg, size - 1);
- size_t len = strlen(renderp);
- renderp += len;
- size -= len;
- }
-
- // Singular/plural specifier.
- if (msg[i] == 'S') {
- // look at the *previous* numeric parameter
- if (pluralize) {
- *renderp++ = 's';
- size--;
- }
- }
-
- // LCOV_EXCL_START - doesn't occur in test suite.
- /* Version specifier */
- if (msg[i] == 'V') {
- strcpy(renderp, VERSION);
- size_t len = strlen(VERSION);
- renderp += len;
- size -= len;
- }
- // LCOV_EXCL_STOP
- }
- }
- *renderp = 0;
-
- // Print the message.
- printf("%s\n", rendered);
-
- free(rendered);
-}
-
-void speak(const char* msg, ...)
-{
- va_list ap;
- va_start(ap, msg);
- vspeak(msg, true, ap);
- va_end(ap);
-}
-
-void sspeak(const int msg, ...)
-{
- va_list ap;
- va_start(ap, msg);
- fputc('\n', stdout);
- vprintf(arbitrary_messages[msg], ap);
- fputc('\n', stdout);
- va_end(ap);
-}
-
-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 full description for the state the object is in
- * listen = the sound for the state the object is in
- * study = text on the object. */
-{
- va_list ap;
- va_start(ap, blank);
- switch (mode) {
- case touch:
- vspeak(objects[msg].inventory, blank, ap);
- break;
- case look:
- vspeak(objects[msg].descriptions[skip], blank, ap);
- break;
- case hear:
- vspeak(objects[msg].sounds[skip], blank, ap);
- break;
- case study:
- vspeak(objects[msg].texts[skip], blank, ap);
- break;
- case change:
- vspeak(objects[msg].changes[skip], blank, ap);
- break;
- }
- va_end(ap);
-}
-
-void rspeak(vocab_t i, ...)
-/* Print the i-th "random" message (section 6 of database). */
-{
- va_list ap;
- va_start(ap, i);
- vspeak(arbitrary_messages[i], true, ap);
- va_end(ap);
-}
-
-void echo_input(FILE* destination, const char* input_prompt, const char* input)
-{
- size_t len = strlen(input_prompt) + strlen(input) + 1;
- char* prompt_and_input = (char*) xcalloc(len);
- strcpy(prompt_and_input, input_prompt);
- strcat(prompt_and_input, input);
- fprintf(destination, "%s\n", prompt_and_input);
- free(prompt_and_input);
-}
-
-static int word_count(char* str)
-{
- char delims[] = " \t";
- int count = 0;
- int inblanks = true;
-
- for (char *s = str; *s; s++)
- if (inblanks) {
- if (strchr(delims, *s) == 0) {
- ++count;
- inblanks = false;
- }
- } else {
- if (strchr(delims, *s) != 0) {
- inblanks = true;
- }
- }
-
- return (count);
-}
-
-static char* get_input(void)
-{
- // Set up the prompt
- char input_prompt[] = "> ";
- if (!settings.prompt)
- input_prompt[0] = '\0';
-
- // Print a blank line
- printf("\n");
-
- char* input;
- while (true) {
- input = readline(input_prompt);
-
- if (input == NULL) // Got EOF; return with it.
- return (input);
- if (input[0] == '#') { // Ignore comments.
- free(input);
- continue;
- }
- // We have a 'normal' line; leave the loop.
- break;
- }
-
- // Strip trailing newlines from the input
- input[strcspn(input, "\n")] = 0;
-
- add_history(input);
-
- if (!isatty(0))
- echo_input(stdout, input_prompt, input);
-
- if (settings.logfp)
- echo_input(settings.logfp, "", input);
-
- return (input);
-}
-
-bool silent_yes(void)
-{
- bool outcome = false;
-
- for (;;) {
- char* reply = get_input();
- if (reply == NULL) {
- // LCOV_EXCL_START
- // Should be unreachable. Reply should never be NULL
- free(reply);
- exit(EXIT_SUCCESS);
- // LCOV_EXCL_STOP
- }
- if (strlen(reply) == 0) {
- free(reply);
- rspeak(PLEASE_ANSWER);
- continue;
- }
-
- char* firstword = (char*) xcalloc(strlen(reply) + 1);
- sscanf(reply, "%s", firstword);
-
- free(reply);
-
- for (int i = 0; i < (int)strlen(firstword); ++i)
- firstword[i] = tolower(firstword[i]);
-
- int yes = strncmp("yes", firstword, sizeof("yes") - 1);
- int y = strncmp("y", firstword, sizeof("y") - 1);
- int no = strncmp("no", firstword, sizeof("no") - 1);
- int n = strncmp("n", firstword, sizeof("n") - 1);
-
- free(firstword);
-
- if (yes == 0 ||
- y == 0) {
- outcome = true;
- break;
- } else if (no == 0 ||
- n == 0) {
- outcome = false;
- break;
- } else
- rspeak(PLEASE_ANSWER);
- }
- return (outcome);
-}
-
-
-bool yes(const char* question, const char* yes_response, const char* no_response)
-/* Print message X, wait for yes/no answer. If yes, print Y and return true;
- * if no, print Z and return false. */
-{
- bool outcome = false;
-
- for (;;) {
- speak(question);
-
- char* reply = get_input();
- if (reply == NULL) {
- // LCOV_EXCL_START
- // Should be unreachable. Reply should never be NULL
- free(reply);
- exit(EXIT_SUCCESS);
- // LCOV_EXCL_STOP
- }
-
- if (strlen(reply) == 0) {
- free(reply);
- rspeak(PLEASE_ANSWER);
- continue;
- }
-
- char* firstword = (char*) xcalloc(strlen(reply) + 1);
- sscanf(reply, "%s", firstword);
-
- free(reply);
-
- for (int i = 0; i < (int)strlen(firstword); ++i)
- firstword[i] = tolower(firstword[i]);
-
- int yes = strncmp("yes", firstword, sizeof("yes") - 1);
- int y = strncmp("y", firstword, sizeof("y") - 1);
- int no = strncmp("no", firstword, sizeof("no") - 1);
- int n = strncmp("n", firstword, sizeof("n") - 1);
-
- free(firstword);
-
- if (yes == 0 ||
- y == 0) {
- speak(yes_response);
- outcome = true;
- break;
- } else if (no == 0 ||
- n == 0) {
- speak(no_response);
- outcome = false;
- break;
- } else
- rspeak(PLEASE_ANSWER);
-
- }
-
- return (outcome);
-}
-
-/* Data structure routines */
-
-static int get_motion_vocab_id(const char* word)
-// Return the first motion number that has 'word' as one of its words.
-{
- for (int i = 0; i < NMOTIONS; ++i) {
- for (int j = 0; j < motions[i].words.n; ++j) {
- if (strncasecmp(word, motions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
- strchr(ignore, word[0]) == NULL ||
- !settings.oldstyle))
- return (i);
- }
- }
- // If execution reaches here, we didn't find the word.
- return (WORD_NOT_FOUND);
-}
-
-static int get_object_vocab_id(const char* word)
-// Return the first object number that has 'word' as one of its words.
-{
- for (int i = 0; i < NOBJECTS + 1; ++i) { // FIXME: the + 1 should go when 1-indexing for objects is removed
- for (int j = 0; j < objects[i].words.n; ++j) {
- if (strncasecmp(word, objects[i].words.strs[j], TOKLEN) == 0)
- return (i);
- }
- }
- // If execution reaches here, we didn't find the word.
- return (WORD_NOT_FOUND);
-}
-
-static int get_action_vocab_id(const char* word)
-// Return the first motion number that has 'word' as one of its words.
-{
- for (int i = 0; i < NACTIONS; ++i) {
- for (int j = 0; j < actions[i].words.n; ++j) {
- if (strncasecmp(word, actions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
- strchr(ignore, word[0]) == NULL ||
- !settings.oldstyle))
- return (i);
- }
- }
- // If execution reaches here, we didn't find the word.
- return (WORD_NOT_FOUND);
-}
-
-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 "-". 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;
- }
-
- return true;
-}
-
-static void get_vocab_metadata(command_word_t* word)
-{
- /* Check for an empty string */
- 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->raw);
- if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = MOTION;
- return;
- }
-
- ref_num = get_object_vocab_id(word->raw);
- if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = OBJECT;
- return;
- }
-
- ref_num = get_action_vocab_id(word->raw);
- if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = ACTION;
- return;
- }
-
- // Check for the reservoir magic word.
- 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->raw)) {
- word->id = WORD_EMPTY;
- word->type = NUMERIC;
- return;
- }
-
- word->id = WORD_NOT_FOUND;
- word->type = NO_WORD_TYPE;
- return;
-}
-
-static void tokenize(char* raw, command_t *cmd)
-{
- 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->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
- * to a 32-bit word. This is something the FORTRAN version did
- * becuse archaic FORTRAN had no string types. Don Wood's
- * mechanical translation of 2.5 to C retained the packing and
- * thus this misfeature.
- *
- * It's philosophically questionable whether this is the right
- * thing to do even in oldstyle mode. On one hand, the text
- * mangling was not authorial intent, but a result of limitations
- * in their tools. On the other, not simulating this misbehavior
- * goes against the goal of making oldstyle as accurate as
- * possible an emulation of the original UI.
- */
- if (settings.oldstyle) {
- 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->word[0]));
- get_vocab_metadata(&(cmd->word[1]));
-}
-
-bool get_command_input(command_t *command)
-/* Get user input on stdin, parse and map to command */
-{
- char inputbuf[LINESIZE];
- char* input;
-
- for (;;) {
- input = get_input();
- if (input == NULL)
- return false;
- if (word_count(input) > 2) {
- rspeak(TWO_WORDS);
- free(input);
- continue;
- }
- if (strcmp(input, "") != 0)
- break;
- free(input);
- }
-
- strncpy(inputbuf, input, LINESIZE - 1);
- free(input);
-
- tokenize(inputbuf, command);
-
- return true;
-}
-
-void juggle(obj_t object)
-/* Juggle an object by picking it up and putting it down again, the purpose
- * being to get the object to the front of the chain of things at its loc. */
-{
- loc_t i, j;
-
- i = game.place[object];
- j = game.fixed[object];
- move(object, i);
- move(object + NOBJECTS, j);
-}
-
-void move(obj_t object, loc_t where)
-/* Place any object anywhere by picking it up and dropping it. May
- * already be toting, in which case the carry is a no-op. Mustn't
- * pick up objects which are not at any loc, since carry wants to
- * remove objects from game.atloc chains. */
-{
- loc_t from;
-
- if (object > NOBJECTS)
- from = game.fixed[object - NOBJECTS];
- else
- from = game.place[object];
- /* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong... */
- if (from != LOC_NOWHERE && from != CARRIED)
- carry(object, from);
- drop(object, where);
-}
-
-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. */
-{
- move(object, where);
- return STASHED(pval);
-}
-
-void carry(obj_t object, loc_t where)
-/* Start toting an object, removing it from the list of things at its former
- * location. Incr holdng unless it was already being toted. If object>NOBJECTS
- * (moving "fixed" second loc), don't change game.place or game.holdng. */
-{
- long temp;
-
- if (object <= NOBJECTS) {
- if (game.place[object] == CARRIED)
- return;
- game.place[object] = CARRIED;
- ++game.holdng;
- }
- if (game.atloc[where] == object) {
- game.atloc[where] = game.link[object];
- return;
- }
- temp = game.atloc[where];
- while (game.link[temp] != object) {
- temp = game.link[temp];
- }
- game.link[temp] = game.link[object];
-}
-
-void drop(obj_t object, loc_t where)
-/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
- * game.holdng if the object was being toted. */
-{
- if (object > NOBJECTS)
- game.fixed[object - NOBJECTS] = where;
- else {
- if (game.place[object] == CARRIED)
- --game.holdng;
- game.place[object] = where;
- }
- if (where == LOC_NOWHERE ||
- where == CARRIED)
- return;
- game.link[object] = game.atloc[where];
- game.atloc[where] = object;
-}
-
-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). */
-{
- int at;
-
- at = 0;
- if (game.dflag < 2)
- return at;
- at = -1;
- for (long i = 1; i <= NDWARVES - 1; i++) {
- if (game.dloc[i] == where)
- return i;
- if (game.dloc[i] != 0)
- at = 0;
- }
- return at;
+static void vspeak(const char *msg, bool blank, va_list ap) {
+ /* Engine for various speak functions */
+ // Do nothing if we got a null pointer.
+ if (msg == NULL) {
+ return;
+ }
+
+ // Do nothing if we got an empty string.
+ if (strlen(msg) == 0) {
+ return;
+ }
+
+ if (blank == true) {
+ printf("\n");
+ }
+
+ int msglen = strlen(msg);
+
+ // Rendered string
+ ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
+ char *rendered = xcalloc(size);
+ char *renderp = rendered;
+
+ // Handle format specifiers (including the custom %S) by
+ // adjusting the parameter accordingly, and replacing the
+ // specifier with %s.
+ bool pluralize = false;
+ for (int i = 0; i < msglen; i++) {
+ if (msg[i] != '%') {
+ /* Ugh. Least obtrusive way to deal with artifacts "on
+ * the floor" being dropped outside of both cave and
+ * building. */
+ if (strncmp(msg + i, "floor", 5) == 0 &&
+ strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
+ strcpy(renderp, "ground");
+ renderp += 6;
+ i += 4;
+ size -= 5;
+ } else {
+ *renderp++ = msg[i];
+ size--;
+ }
+ } else {
+ i++;
+ // Integer specifier.
+ if (msg[i] == 'd') {
+ int32_t arg = va_arg(ap, int32_t);
+ int ret =
+ snprintf(renderp, size, "%" PRId32, arg);
+ if (ret < size) {
+ renderp += ret;
+ size -= ret;
+ }
+ pluralize = (arg != 1);
+ }
+
+ // Unmodified string specifier.
+ if (msg[i] == 's') {
+ char *arg = va_arg(ap, char *);
+ strncat(renderp, arg, size - 1);
+ size_t len = strlen(renderp);
+ renderp += len;
+ size -= len;
+ }
+
+ // Singular/plural specifier.
+ if (msg[i] == 'S') {
+ // look at the *previous* numeric parameter
+ if (pluralize) {
+ *renderp++ = 's';
+ size--;
+ }
+ }
+
+ // LCOV_EXCL_START - doesn't occur in test suite.
+ /* Version specifier */
+ if (msg[i] == 'V') {
+ strcpy(renderp, VERSION);
+ size_t len = strlen(VERSION);
+ renderp += len;
+ size -= len;
+ }
+ // LCOV_EXCL_STOP
+ }
+ }
+ *renderp = 0;
+
+ // Print the message.
+ printf("%s\n", rendered);
+
+ free(rendered);
+}
+
+void speak(const char *msg, ...) {
+ /* speak a specified string */
+ va_list ap;
+ va_start(ap, msg);
+ vspeak(msg, true, ap);
+ va_end(ap);
+}
+
+void sspeak(const int msg, ...) {
+ /* Speak a message from the arbitrary-messages list */
+ va_list ap;
+ va_start(ap, msg);
+ fputc('\n', stdout);
+ vprintf(arbitrary_messages[msg], ap);
+ fputc('\n', stdout);
+ va_end(ap);
+}
+
+void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...) {
+ /* Find the skip+1st message from msg and print it. Modes are:
+ * feel = for inventory, what you can touch
+ * 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. */
+ va_list ap;
+ va_start(ap, skip);
+ switch (mode) {
+ case touch:
+ vspeak(objects[msg].inventory, blank, ap);
+ break;
+ case look:
+ vspeak(objects[msg].descriptions[skip], blank, ap);
+ break;
+ case hear:
+ vspeak(objects[msg].sounds[skip], blank, ap);
+ break;
+ case study:
+ vspeak(objects[msg].texts[skip], blank, ap);
+ break;
+ case change:
+ vspeak(objects[msg].changes[skip], blank, ap);
+ break;
+ }
+ va_end(ap);
+}
+
+void rspeak(vocab_t i, ...) {
+ /* Print the i-th "random" message (section 6 of database). */
+ va_list ap;
+ va_start(ap, i);
+ vspeak(arbitrary_messages[i], true, ap);
+ va_end(ap);
+}
+
+void echo_input(FILE *destination, const char *input_prompt,
+ const char *input) {
+ size_t len = strlen(input_prompt) + strlen(input) + 1;
+ char *prompt_and_input = (char *)xcalloc(len);
+ strcpy(prompt_and_input, input_prompt);
+ strcat(prompt_and_input, input);
+ fprintf(destination, "%s\n", prompt_and_input);
+ free(prompt_and_input);
+}
+
+static int word_count(char *str) {
+ char delims[] = " \t";
+ int count = 0;
+ int inblanks = true;
+
+ for (char *s = str; *s; s++) {
+ if (inblanks) {
+ if (strchr(delims, *s) == 0) {
+ ++count;
+ inblanks = false;
+ }
+ } else {
+ if (strchr(delims, *s) != 0) {
+ inblanks = true;
+ }
+ }
+ }
+
+ return (count);
+}
+
+static char *get_input(void) {
+ // Set up the prompt
+ char input_prompt[] = PROMPT;
+ if (!settings.prompt) {
+ input_prompt[0] = '\0';
+ }
+
+ // Print a blank line
+ printf("\n");
+
+ char *input;
+ for (;;) {
+ input = myreadline(input_prompt);
+
+ if (input == NULL) { // Got EOF; return with it.
+ return (input);
+ }
+ if (input[0] == '#') { // Ignore comments.
+ free(input);
+ continue;
+ }
+ // We have a 'normal' line; leave the loop.
+ break;
+ }
+
+ // Strip trailing newlines from the input
+ input[strcspn(input, "\n")] = 0;
+
+ add_history(input);
+
+ if (!isatty(0)) {
+ echo_input(stdout, input_prompt, input);
+ }
+
+ if (settings.logfp) {
+ echo_input(settings.logfp, "", input);
+ }
+
+ return (input);
+}
+
+bool silent_yes_or_no(void) {
+ bool outcome = false;
+
+ for (;;) {
+ char *reply = get_input();
+ if (reply == NULL) {
+ // LCOV_EXCL_START
+ // Should be unreachable. Reply should never be NULL
+ free(reply);
+ exit(EXIT_SUCCESS);
+ // LCOV_EXCL_STOP
+ }
+ if (strlen(reply) == 0) {
+ free(reply);
+ rspeak(PLEASE_ANSWER);
+ continue;
+ }
+
+ char *firstword = (char *)xcalloc(strlen(reply) + 1);
+ sscanf(reply, "%s", firstword);
+
+ free(reply);
+
+ for (int i = 0; i < (int)strlen(firstword); ++i) {
+ firstword[i] = tolower(firstword[i]);
+ }
+
+ int yes = strncmp("yes", firstword, sizeof("yes") - 1);
+ int y = strncmp("y", firstword, sizeof("y") - 1);
+ int no = strncmp("no", firstword, sizeof("no") - 1);
+ int n = strncmp("n", firstword, sizeof("n") - 1);
+
+ free(firstword);
+
+ if (yes == 0 || y == 0) {
+ outcome = true;
+ break;
+ } else if (no == 0 || n == 0) {
+ outcome = false;
+ break;
+ } else {
+ rspeak(PLEASE_ANSWER);
+ }
+ }
+ return (outcome);
+}
+
+bool yes_or_no(const char *question, const char *yes_response,
+ const char *no_response) {
+ /* Print message X, wait for yes/no answer. If yes, print Y and return
+ * true; if no, print Z and return false. */
+ bool outcome = false;
+
+ for (;;) {
+ speak(question);
+
+ char *reply = get_input();
+ if (reply == NULL) {
+ // LCOV_EXCL_START
+ // Should be unreachable. Reply should never be NULL
+ free(reply);
+ exit(EXIT_SUCCESS);
+ // LCOV_EXCL_STOP
+ }
+
+ if (strlen(reply) == 0) {
+ free(reply);
+ rspeak(PLEASE_ANSWER);
+ continue;
+ }
+
+ char *firstword = (char *)xcalloc(strlen(reply) + 1);
+ sscanf(reply, "%s", firstword);
+
+ free(reply);
+
+ for (int i = 0; i < (int)strlen(firstword); ++i) {
+ firstword[i] = tolower(firstword[i]);
+ }
+
+ int yes = strncmp("yes", firstword, sizeof("yes") - 1);
+ int y = strncmp("y", firstword, sizeof("y") - 1);
+ int no = strncmp("no", firstword, sizeof("no") - 1);
+ int n = strncmp("n", firstword, sizeof("n") - 1);
+
+ free(firstword);
+
+ if (yes == 0 || y == 0) {
+ speak(yes_response);
+ outcome = true;
+ break;
+ } else if (no == 0 || n == 0) {
+ speak(no_response);
+ outcome = false;
+ break;
+ } else {
+ rspeak(PLEASE_ANSWER);
+ }
+ }
+
+ return (outcome);
+}
+
+/* Data structure routines */
+
+static int get_motion_vocab_id(const char *word) {
+ // Return the first motion number that has 'word' as one of its words.
+ for (int i = 0; i < NMOTIONS; ++i) {
+ for (int j = 0; j < motions[i].words.n; ++j) {
+ if (strncasecmp(word, motions[i].words.strs[j],
+ TOKLEN) == 0 &&
+ (strlen(word) > 1 ||
+ strchr(ignore, word[0]) == NULL ||
+ !settings.oldstyle)) {
+ return (i);
+ }
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return (WORD_NOT_FOUND);
+}
+
+static int get_object_vocab_id(const char *word) {
+ // Return the first object number that has 'word' as one of its words.
+ for (int i = 0; i < NOBJECTS + 1;
+ ++i) { // FIXME: the + 1 should go when 1-indexing for objects is
+ // removed
+ for (int j = 0; j < objects[i].words.n; ++j) {
+ if (strncasecmp(word, objects[i].words.strs[j],
+ TOKLEN) == 0) {
+ return (i);
+ }
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return (WORD_NOT_FOUND);
+}
+
+static int get_action_vocab_id(const char *word) {
+ // Return the first motion number that has 'word' as one of its words.
+ for (int i = 0; i < NACTIONS; ++i) {
+ for (int j = 0; j < actions[i].words.n; ++j) {
+ if (strncasecmp(word, actions[i].words.strs[j],
+ TOKLEN) == 0 &&
+ (strlen(word) > 1 ||
+ strchr(ignore, word[0]) == NULL ||
+ !settings.oldstyle)) {
+ return (i);
+ }
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return (WORD_NOT_FOUND);
+}
+
+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 "-". 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 string.
+ while (*str) {
+ if (!isdigit(*str)) {
+ return false;
+ } else {
+ ++str;
+ }
+ }
+
+ return true;
+}
+
+static void get_vocab_metadata(const char *word, vocab_t *id,
+ word_type_t *type) {
+ /* Check for an empty string */
+ if (strncmp(word, "", sizeof("")) == 0) {
+ *id = WORD_EMPTY;
+ *type = NO_WORD_TYPE;
+ return;
+ }
+
+ vocab_t ref_num;
+
+ ref_num = get_motion_vocab_id(word);
+ // Second conjunct is because the magic-word placeholder is a bit
+ // special
+ if (ref_num != WORD_NOT_FOUND) {
+ *id = ref_num;
+ *type = MOTION;
+ return;
+ }
+
+ ref_num = get_object_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND) {
+ *id = ref_num;
+ *type = OBJECT;
+ return;
+ }
+
+ ref_num = get_action_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND && ref_num != PART) {
+ *id = ref_num;
+ *type = ACTION;
+ return;
+ }
+
+ // Check for the reservoir magic word.
+ if (strcasecmp(word, game.zzword) == 0) {
+ *id = PART;
+ *type = ACTION;
+ return;
+ }
+
+ // Check words that are actually numbers.
+ if (is_valid_int(word)) {
+ *id = WORD_EMPTY;
+ *type = NUMERIC;
+ return;
+ }
+
+ *id = WORD_NOT_FOUND;
+ *type = NO_WORD_TYPE;
+ return;
+}
+
+static void tokenize(char *raw, command_t *cmd) {
+ /*
+ * Be careful about modifying 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
+ * raw-input buffer as int 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
+ * to a 32-bit word. This is something the FORTRAN version did
+ * because archaic FORTRAN had no string types. Don Wood's
+ * mechanical translation of 2.5 to C retained the packing and
+ * thus this misfeature.
+ *
+ * It's philosophically questionable whether this is the right
+ * thing to do even in oldstyle mode. On one hand, the text
+ * mangling was not authorial intent, but a result of limitations
+ * in their tools. On the other, not simulating this misbehavior
+ * goes against the goal of making oldstyle as accurate as
+ * possible an emulation of the original UI.
+ */
+ if (settings.oldstyle) {
+ 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->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));
+ cmd->state = TOKENIZED;
+}
+
+bool get_command_input(command_t *command) {
+ /* Get user input on stdin, parse and map to command */
+ char inputbuf[LINESIZE];
+ char *input;
+
+ for (;;) {
+ input = get_input();
+ if (input == NULL) {
+ return false;
+ }
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ free(input);
+ continue;
+ }
+ if (strcmp(input, "") != 0) {
+ break;
+ }
+ free(input);
+ }
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
+ tokenize(inputbuf, command);
+
+#ifdef GDEBUG
+ /* Needs to stay synced with enum word_type_t */
+ const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION",
+ "NUMERIC"};
+ /* needs to stay synced with enum speechpart */
+ const char *roles[] = {"unknown", "intransitive", "transitive"};
+ printf(
+ "Command: role = %s type1 = %s, id1 = %d, type2 = %s, id2 = %d\n",
+ roles[command->part], types[command->word[0].type],
+ command->word[0].id, types[command->word[1].type],
+ command->word[1].id);
+#endif
+
+ command->state = GIVEN;
+ return true;
+}
+
+void clear_command(command_t *cmd) {
+ /* Resets the state of the command to empty */
+ cmd->verb = ACT_NULL;
+ cmd->part = unknown;
+ game.oldobj = cmd->obj;
+ cmd->obj = NO_OBJECT;
+ cmd->state = EMPTY;
+}
+
+void juggle(obj_t object) {
+ /* Juggle an object by picking it up and putting it down again, the
+ * purpose being to get the object to the front of the chain of things
+ * at its loc. */
+ loc_t i, j;
+
+ i = game.objects[object].place;
+ j = game.objects[object].fixed;
+ move(object, i);
+ move(object + NOBJECTS, j);
+}
+
+void move(obj_t object, loc_t where) {
+ /* Place any object anywhere by picking it up and dropping it. May
+ * already be toting, in which case the carry is a no-op. Mustn't
+ * pick up objects which are not at any loc, since carry wants to
+ * remove objects from game atloc chains. */
+ loc_t from;
+
+ if (object > NOBJECTS) {
+ from = game.objects[object - NOBJECTS].fixed;
+ } else {
+ from = game.objects[object].place;
+ }
+ /* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong...
+ */
+ if (from != LOC_NOWHERE && from != CARRIED) {
+ carry(object, from);
+ }
+ drop(object, where);
+}
+
+void put(obj_t object, loc_t where, int 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. */
+ move(object, where);
+ /* (ESR) Read this in combination with the macro defintions in advebt.h.
+ */
+ game.objects[object].prop = PROP_STASHIFY(pval);
+#ifdef PROP_SET_SEEN
+ PROP_SET_SEEN(object);
+#endif
+}
+
+void carry(obj_t object, loc_t where) {
+ /* Start toting an object, removing it from the list of things at its
+ * former location. Incr holdng unless it was already being toted. If
+ * object>NOBJECTS (moving "fixed" second loc), don't change game.place
+ * or game.holdng. */
+ int temp;
+
+ if (object <= NOBJECTS) {
+ if (game.objects[object].place == CARRIED) {
+ return;
+ }
+ game.objects[object].place = CARRIED;
+
+ /*
+ * Without this conditional your inventory is overcounted
+ * when you pick up the bird while it's caged. This fixes
+ * a cosmetic bug in the original.
+ *
+ * Possibly this check should be skipped whwn oldstyle is on.
+ */
+ if (object != BIRD) {
+ ++game.holdng;
+ }
+ }
+ if (game.locs[where].atloc == object) {
+ game.locs[where].atloc = game.link[object];
+ return;
+ }
+ temp = game.locs[where].atloc;
+ while (game.link[temp] != object) {
+ temp = game.link[temp];
+ }
+ game.link[temp] = game.link[object];
+}
+
+void drop(obj_t object, loc_t where) {
+ /* Place an object at a given loc, prefixing it onto the game atloc
+ * list. Decr game.holdng if the object was being toted. No state
+ * change on the object. */
+ if (object > NOBJECTS) {
+ game.objects[object - NOBJECTS].fixed = where;
+ } else {
+ if (game.objects[object].place == CARRIED) {
+ if (object != BIRD) {
+ /* The bird has to be weightless. This ugly
+ * hack (and the corresponding code in the carry
+ * 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.objects[object].place = where;
+ }
+ if (where == LOC_NOWHERE || where == CARRIED) {
+ return;
+ }
+ game.link[object] = game.locs[where].atloc;
+ game.locs[where].atloc = object;
+}
+
+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). */
+ int at;
+
+ at = 0;
+ if (game.dflag < 2) {
+ return at;
+ }
+ at = -1;
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dwarves[i].loc == where) {
+ return i;
+ }
+ if (game.dwarves[i].loc != 0) {
+ at = 0;
+ }
+ }
+ return at;