#include "linenoise/linenoise.h"
#include "newdb.h"
+char* xstrdup(const char* s)
+{
+ char* ptr = strdup(s);
+ if (ptr == NULL) {
+ // LCOV_EXCL_START
+ // exclude from coverage analysis because we can't simulate an out of memory error in testing
+ fprintf(stderr, "Out of memory!\n");
+ exit(EXIT_FAILURE);
+ }
+ return(ptr);
+}
+
void* xmalloc(size_t size)
{
void* ptr = malloc(size);
if (ptr == NULL) {
+ // LCOV_EXCL_START
+ // exclude from coverage analysis because we can't simulate an out of memory error in testing
fprintf(stderr, "Out of memory!\n");
exit(EXIT_FAILURE);
+ // LCOV_EXCL_STOP
}
return (ptr);
}
{
// Unpack and map back to ASCII.
for (int i = 0; i < 5; ++i) {
- char advent = (packed >> i * 6) & 63;
- token[4 - i] = advent_to_ascii[(int) advent];
+ char advent = (packed >> i * 6) & 63;
+ token[i] = new_advent_to_ascii[(int) advent];
}
// Ensure the last character is \0.
}
}
-void token_to_packed(char token[6], long* packed)
+long token_to_packed(const char token[6])
{
- *packed = 0;
- for (size_t i = 0; i < 5; ++i)
+ size_t t_len = strlen(token);
+ long packed = 0;
+ for (size_t i = 0; i < t_len; ++i)
{
- if (token[4 - i] == '\0')
- continue;
- char mapped = ascii_to_advent[(int) token[4 - i]];
- *packed |= (mapped << (6 * i));
+ char mapped = new_ascii_to_advent[(int) token[i]];
+ packed |= (mapped << (6 * i));
}
+ return(packed);
+}
+
+void tokenize(char* raw, long tokens[4])
+{
+ // set each token to 0
+ for (int i = 0; i < 4; ++i)
+ tokens[i] = 0;
+
+ // grab the first two words
+ char* words[2];
+ words[0] = (char*) xmalloc(strlen(raw));
+ words[1] = (char*) xmalloc(strlen(raw));
+ int word_count = sscanf(raw, "%s%s", words[0], words[1]);
+
+ // make space for substrings and zero it out
+ char chunk_data[][6] = {
+ {"\0\0\0\0\0"},
+ {"\0\0\0\0\0"},
+ {"\0\0\0\0\0"},
+ {"\0\0\0\0\0"},
+ };
+
+ // break the words into up to 4 5-char substrings
+ sscanf(words[0], "%5s%5s", chunk_data[0], chunk_data[1]);
+ if (word_count == 2)
+ sscanf(words[1], "%5s%5s", chunk_data[2], chunk_data[3]);
+ free(words[0]);
+ free(words[1]);
+
+ // uppercase all the substrings
+ for (int i = 0; i < 4; ++i)
+ for (unsigned int j = 0; j < strlen(chunk_data[i]); ++j)
+ chunk_data[i][j] = (char) toupper(chunk_data[i][j]);
+
+ // pack the substrings
+ for (int i = 0; i < 4; ++i)
+ tokens[i] = token_to_packed(chunk_data[i]);
}
/* Hide the fact that wods are corrently packed longs */
va_end(ap);
}
-void pspeak(vocab_t msg, int skip, ...)
-/* Find the skip+1st message from msg and print it. msg should be
- * the index of the inventory message for object. (INVEN+N+1 message
- * is game.prop=N message). */
+void pspeak(vocab_t msg, enum speaktype mode, int skip, ...)
+/* 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
+ * listen = the sound for the state the object is in
+ * study = text on the object. */
{
va_list ap;
va_start(ap, skip);
- if (skip >= 0)
- vspeak(object_descriptions[msg].longs[skip], ap);
- else
- vspeak(object_descriptions[msg].inventory, ap);
+ switch (mode) {
+ case touch:
+ vspeak(objects[msg].inventory, ap);
+ break;
+ case look:
+ vspeak(objects[msg].descriptions[skip], ap);
+ break;
+ case hear:
+ vspeak(objects[msg].sounds[skip], ap);
+ break;
+ case study:
+ vspeak(objects[msg].texts[skip], ap);
+ break;
+ case change:
+ vspeak(objects[msg].changes[skip], ap);
+ break;
+ }
va_end(ap);
}
free(prompt_and_input);
}
+int word_count(char* s)
+{
+ char* copy = xstrdup(s);
+ char delims[] = " \t";
+ int count = 0;
+ char* word;
+
+ word = strtok(copy, delims);
+ while(word != NULL)
+ {
+ word = strtok(NULL, delims);
+ ++count;
+ }
+ free(copy);
+ return(count);
+}
+
char* get_input()
{
// Set up the prompt
input = NULL;
size_t n = 0;
if (isatty(0))
+ // LCOV_EXCL_START
+ // Should be unreachable in tests, as they will use a non-interactive shell.
printf("%s", input_prompt);
- IGNORE(getline(&input, &n, stdin));
+ // LCOV_EXCL_STOP
+ ssize_t numread = getline(&input, &n, stdin);
+ if (numread == -1) // Got EOF; return with it.
+ return(NULL);
}
if (input == NULL) // Got EOF; return with it.
return (input);
}
-bool YES(const char* question, const char* yes_response, const char* no_response)
+bool silent_yes()
+{
+ char* reply;
+ bool outcome;
+
+ for (;;) {
+ reply = get_input();
+ if (reply == NULL) {
+ // LCOV_EXCL_START
+ // Should be unreachable. Reply should never be NULL
+ linenoiseFree(reply);
+ exit(EXIT_SUCCESS);
+ // LCOV_EXCL_STOP
+ }
+
+ char* firstword = (char*) xmalloc(strlen(reply)+1);
+ sscanf(reply, "%s", firstword);
+
+ 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);
+ }
+ linenoiseFree(reply);
+ 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. */
{
speak(question);
reply = get_input();
- if (reply == NULL) {
- linenoiseFree(reply);
- exit(EXIT_SUCCESS);
- }
+ if (reply == NULL) {
+ // LCOV_EXCL_START
+ // Should be unreachable. Reply should never be NULL
+ linenoiseFree(reply);
+ exit(EXIT_SUCCESS);
+ // LCOV_EXCL_STOP
+ }
char* firstword = (char*) xmalloc(strlen(reply)+1);
sscanf(reply, "%s", firstword);
free(firstword);
if (yes == 0 || y == 0) {
- speak(yes_response);
+ speak(yes_response);
outcome = true;
break;
} else if (no == 0 || n == 0) {
/* Data structure routines */
-long VOCAB(long id, long init)
+long vocab(long id, long init)
/* Look up ID in the vocabulary (ATAB) and return its "definition" (KTAB), or
* -1 if not found. If INIT is positive, this is an initialisation call setting
* up a keyword variable, and not finding it constitutes a bug. It also means
lexeme = -1;
if (init < 0)
return (lexeme);
- BUG(REQUIRED_VOCABULARY_WORD_NOT_FOUND);
+ BUG(REQUIRED_VOCABULARY_WORD_NOT_FOUND); // LCOV_EXCL_LINE
}
if (init >= 0 && KTAB[i] / 1000 != init)
continue;
return (lexeme);
}
}
- BUG(RAN_OFF_END_OF_VOCABULARY_TABLE);
+ BUG(RAN_OFF_END_OF_VOCABULARY_TABLE); // LCOV_EXCL_LINE
+}
+
+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 (strcasecmp(word, motions[i].words.strs[j]) == 0)
+ return(i);
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return(WORD_NOT_FOUND);
}
-void JUGGLE(long object)
+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 (strcasecmp(word, objects[i].words.strs[j]) == 0)
+ return(i);
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return(WORD_NOT_FOUND);
+}
+
+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 (strcasecmp(word, actions[i].words.strs[j]) == 0)
+ return(i);
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return(WORD_NOT_FOUND);
+}
+
+int get_special_vocab_id(const char* word)
+// Return the first special number that has 'word' as one of its words.
+{
+ for (int i = 0; i < NSPECIALS; ++i)
+ {
+ for (int j = 0; j < specials[i].words.n; ++j)
+ {
+ if (strcasecmp(word, specials[i].words.strs[j]) == 0)
+ return(i);
+ }
+ }
+ // If execution reaches here, we didn't find the word.
+ return(WORD_NOT_FOUND);
+}
+
+long get_vocab_id(const char* word)
+// Search the vocab categories in order for the supplied word.
+{
+ long ref_num;
+
+ ref_num = get_motion_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ return(ref_num + 0); // FIXME: replace with a proper hash
+
+ ref_num = get_object_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ return(ref_num + 1000); // FIXME: replace with a proper hash
+
+ ref_num = get_action_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ return(ref_num + 2000); // FIXME: replace with a proper hash
+
+ ref_num = get_special_vocab_id(word);
+ if (ref_num != WORD_NOT_FOUND)
+ return(ref_num + 3000); // FIXME: replace with a proper hash
+
+ // Check for the reservoir magic word.
+ if (strcasecmp(word, game.zzword) == 0)
+ return(PART + 2000); // FIXME: replace with a proper hash
+
+ return(WORD_NOT_FOUND);
+}
+
+void juggle(long 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. */
{
i = game.place[object];
j = game.fixed[object];
- MOVE(object, i);
- MOVE(object + NOBJECTS, j);
+ move(object, i);
+ move(object + NOBJECTS, j);
}
-void MOVE(long object, long where)
+void move(long object, long 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
else
from = game.place[object];
if (from != LOC_NOWHERE && from != CARRIED && !SPECIAL(from))
- CARRY(object, from);
- DROP(object, where);
+ carry(object, from);
+ drop(object, where);
}
-long PUT(long object, long where, long pval)
+long put(long object, long 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);
+ move(object, where);
return (-1) - pval;;
}
-void CARRY(long object, long where)
+void carry(long object, long 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. */
game.link[temp] = game.link[object];
}
-void DROP(long object, long where)
+void drop(long object, long where)
/* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
* game.holdng if the object was being toted. */
{
game.atloc[where] = object;
}
-long ATDWRF(long where)
+long atdwrf(long 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). */
/* Utility routines (SETBIT, TSTBIT, set_seed, get_next_lcg_value,
* randrange, RNDVOC) */
-long SETBIT(long bit)
+long setbit(long bit)
/* Returns 2**bit for use in constructing bit-masks. */
{
- return (1 << bit);
+ return (1L << bit);
}
-bool TSTBIT(long mask, int bit)
+bool tstbit(long mask, int bit)
/* Returns true if the specified bit is set in the mask. */
{
return (mask & (1 << bit)) != 0;
return range * get_next_lcg_value() / game.lcg_m;
}
-long RNDVOC(long second, long force)
+long rndvoc(long second, long force)
/* Searches the vocabulary ATAB for a word whose second character is
* char, and changes that word such that each of the other four
* characters is a random letter. If force is non-zero, it is used
return rnd;
}
+void make_zzword(char zzword[6])
+{
+ for (int i = 0; i < 5; ++i)
+ {
+ zzword[i] = 'A' + randrange(26);
+ }
+ zzword[1] = '\''; // force second char to apostrophe
+ zzword[5] = '\0';
+}
/* Machine dependent routines (MAPLIN, SAVEIO) */
}
}
-void DATIME(long* d, long* t)
+void datime(long* d, long* t)
{
struct timeval tv;
gettimeofday(&tv, NULL);
*t = (long) tv.tv_usec;
}
+// LCOV_EXCL_START
void bug(enum bugtype num, const char *error_string)
{
fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
exit(EXIT_FAILURE);
}
+// LCOV_EXCL_STOP
/* end */