#include <signal.h>
#include <string.h>
#include <ctype.h>
+#include <unistd.h>
+#include <editline/readline.h>
#include "advent.h"
#include "dungeon.h"
#ifndef ADVENT_NOSAVE
const char* opts = "l:or:";
- const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
FILE *rfp = NULL;
#else
const char* opts = "l:o";
- const char* usage = "Usage: %s [-l logfilename] [-o]\n";
+ const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
#endif
while ((ch = getopt(argc, argv, opts)) != EOF) {
switch (ch) {
}
}
+ /* copy inncation line part after switches */
+ settings.argc = argc - optind;
+ settings.argv = argv + optind;
+ settings.optind = 0;
+
/* Initialize game variables */
int seedval = initialise();
#ifndef ADVENT_NOSAVE
if (!rfp) {
- game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
game.limit = NOVICELIMIT;
} else {
restore(rfp);
}
#else
- game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+ game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
if (game.novice)
game.limit = NOVICELIMIT;
#endif
terminate(quitgame);
}
+char *myreadline(const char *prompt)
+{
+ /*
+ * This function isbn't required for gameplay, readline() straight
+ * up would suffice for tat. It's where we interpret command-line
+ * logfiles for testing purposes.
+ */
+ /* Normal case - no script arguments */
+ if (settings.argc == 0)
+ return readline(prompt);
+
+ char *buf = malloc(LINESIZE + 1);
+ for (;;) {
+ if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+ if (settings.optind >= settings.argc) {
+ free(buf);
+ return NULL;
+ }
+
+ char *next = settings.argv[settings.optind++];
+
+ if (settings.scriptfp != NULL && feof(settings.scriptfp))
+ fclose(settings.scriptfp);
+ if (strcmp(next, "-") == 0)
+ settings.scriptfp = stdin; // LCOV_EXCL_LINE
+ else
+ settings.scriptfp = fopen(next, "r");
+ }
+
+ if (isatty(fileno(settings.scriptfp))) {
+ free(buf); // LCOV_EXCL_LINE
+ return readline(prompt); // LCOV_EXCL_LINE
+ } else {
+ char *ln = fgets(buf, LINESIZE, settings.scriptfp);
+ if (ln != NULL) {
+ fputs(PROMPT, stdout);
+ fputs(ln, stdout);
+ return ln;
+ }
+ }
+ }
+
+ return NULL;
+}
+
/* Check if this loc is eligible for any hints. If been here int
* enough, display. Ignore "HINTS" < 4 (special stuff, see database
* notes). */
game.hintlc[hint] = 0;
return;
default: // LCOV_EXCL_LINE
+ // Should never happen
BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
}
/* Fall through to hint display */
game.hintlc[hint] = 0;
- if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+ if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
return;
rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
- game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+ game.hinted[hint] = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
if (game.hinted[hint] && game.limit > WARNTIME)
game.limit += WARNTIME * hints[hint].penalty;
}
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (!yes(query, yes_response, arbitrary_messages[OK_MAN])
+ } else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
|| game.numdie == NDEATHS) {
- /* Player is asked if he wants to try again. If not, or if
+ /* Player is asked if he wants to try again. If not, or if
* he's already used all of his lives, we end the game */
terminate(endgame);
} else {
- /* If player wishes to continue, we empty the liquids in the
- * user's inventory, turn off the lamp, and drop all items
+ /* If player wishes to continue, we empty the liquids in the
+ * user's inventory, turn off the lamp, and drop all items
* where he died. */
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (TOTING(LAMP))
}
}
-static void describe_location(void)
+static void describe_location(void)
/* Describe the location to the user */
{
const char* msg = locations[game.loc].description.small;
-
+
if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
msg == NO_MESSAGE)
msg = locations[game.loc].description.big;
rspeak(TAME_BEAR);
speak(msg);
-
+
if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
rspeak(SAYS_PLUGH);
}
/* Look for a way to fulfil the motion verb passed in - travel_entry indexes
* the beginning of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(travel[travel_entry]) ||
+ if ((travel[travel_entry].motion == HERE) ||
travel[travel_entry].motion == motion)
break;
if (travel[travel_entry].stop) {
}
}
-bool preprocess_command(command_t *command)
+static bool preprocess_command(command_t *command)
/* Pre-processes a command input to see if we need to tease out a few specific cases:
- * - "enter water" or "enter stream":
+ * - "enter water" or "enter stream":
* wierd specific case that gets the user wet, and then kicks us back to get another command
* - <object> <verb>:
- * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
+ * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
* furtherprocessing.
* - "grate":
- * If in location with grate, we move to that grate. If we're in a number of other places,
+ * If in location with grate, we move to that grate. If we're in a number of other places,
* we move to the entrance.
* - "water plant", "oil plant", "water door", "oil door":
* Change to "pour water" or "pour oil" based on context
* - "cage bird":
* If bird is present, we change to "carry bird"
*
- * Returns true if pre-processing is complete, and we're ready to move to the primary command
+ * Returns true if pre-processing is complete, and we're ready to move to the primary command
* processing, false otherwise. */
{
if (command->word[0].type == MOTION && command->word[0].id == ENTER
if (game.loc == LOC_COBBLE ||
game.loc == LOC_DEBRIS ||
game.loc == LOC_AWKWARD ||
- game.loc == LOC_BIRD ||
+ game.loc == LOC_BIRDCHAMBER ||
game.loc == LOC_PITTOP) {
command->word[0].id = ENTRANCE;
}
}
- if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
+ if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
(command->word[1].id == PLANT || command->word[1].id == DOOR)) {
if (AT(command->word[1].id)) {
command->word[1] = command->word[0];
}
/* If no word type is given for the first word, we assume it's a motion. */
- if(command->word[0].type == NO_WORD_TYPE)
+ if (command->word[0].type == NO_WORD_TYPE)
command->word[0].type = MOTION;
-
+
command->state = PREPROCESSED;
return true;
}
return false;
}
-static bool do_move(void)
+static bool do_move(void)
/* Actually execute the move to the new location and dwarf movement */
{
/* Can't leave cave once it's closing (except by main office). */
listobjects();
- /* Command not yet given; keep getting commands from user
+ /* Command not yet given; keep getting commands from user
* until valid command is both given and executed. */
clear_command(&command);
while (command.state <= GIVEN) {
if (game.closed) {
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and stash them. This way objects won't be
- * described until they've been picked up and put down
- * separate from their respective piles. */
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and stash them. This way objects won't be
+ * described until they've been picked up and put down
+ * separate from their respective piles. */
if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
}
}
- /* Check to see if the room is dark. If the knife is here,
+ /* Check to see if the room is dark. If the knife is here,
* and it's dark, the knife permanently disappears */
game.wzdark = DARK(game.loc);
if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
}
/* check if game is closed, and exit if it is */
- if (closecheck() )
+ if (closecheck() )
return true;
/* loop until all words in command are procesed */
clear_command(&command);
continue;
}
- break;
+ break;// LCOV_EXCL_LINE
default: // LCOV_EXCL_LINE
+ case NO_WORD_TYPE: // LCOV_EXCL_LINE
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}