#include "advent.h"
#include "dungeon.h"
-static void* xmalloc(size_t size)
+static void* xcalloc(size_t size)
{
- void* ptr = malloc(size);
+ void* ptr = calloc(size, 1);
if (ptr == NULL) {
// LCOV_EXCL_START
// exclude from coverage analysis because we can't simulate an out of memory error in testing
return (ptr);
}
-void packed_to_token(long packed, char token[TOKLEN + 1])
-{
- // The advent->ascii mapping.
- const char advent_to_ascii[] = {
- ' ', '!', '"', '#', '$', '%', '&', '\'',
- '(', ')', '*', '+', ',', '-', '.', '/',
- '0', '1', '2', '3', '4', '5', '6', '7',
- '8', '9', ':', ';', '<', '=', '>', '?',
- '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G',
- 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
- 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W',
- 'X', 'Y', 'Z', '\0', '\0', '\0', '\0', '\0',
- };
-
- // Unpack and map back to ASCII.
- for (int i = 0; i < 5; ++i) {
- char advent = (packed >> i * 6) & 63;
- token[i] = advent_to_ascii[(int) advent];
- }
-
- // Ensure the last character is \0.
- token[5] = '\0';
-
- // Replace trailing whitespace with \0.
- for (int i = 4; i >= 0; --i) {
- if (token[i] == ' ' ||
- token[i] == '\t')
- token[i] = '\0';
- else
- break;
- }
-}
-
-long token_to_packed(const char token[])
-{
- const char ascii_to_advent[] = {
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
-
- 0, 1, 2, 3, 4, 5, 6, 7,
- 8, 9, 10, 11, 12, 13, 14, 15,
- 16, 17, 18, 19, 20, 21, 22, 23,
- 24, 25, 26, 27, 28, 29, 30, 31,
- 32, 33, 34, 35, 36, 37, 38, 39,
- 40, 41, 42, 43, 44, 45, 46, 47,
- 48, 49, 50, 51, 52, 53, 54, 55,
- 56, 57, 58, 59, 60, 61, 62, 63,
-
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
- 63, 63, 63, 63, 63, 63, 63, 63,
- };
-
- size_t t_len = strlen(token);
- if (t_len > TOKLEN)
- t_len = TOKLEN;
- long packed = 0;
- for (size_t i = 0; i < t_len; ++i) {
- char mapped = ascii_to_advent[(int) toupper(token[i])];
- packed |= (mapped << (6 * i));
- }
- return (packed);
-}
-
-void tokenize(char* raw, struct command_t *cmd)
-{
- memset(cmd, '\0', sizeof(struct 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 enrire inout buffer. */
- sscanf(raw, "%s%s", cmd->raw1, cmd->raw2);
-
- // pack the substrings
- cmd->wd1 = token_to_packed(cmd->raw1);
- cmd->wd2 = token_to_packed(cmd->raw2);
-
- /* (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->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]);
- }
-}
-
-/* Hide the fact that wods are corrently packed longs */
-
-bool wordeq(token_t a, token_t b)
-{
- return a == b;
-}
-
-bool wordempty(token_t a)
-{
- return a == 0;
-}
-
-void wordclear(token_t *v)
-{
- *v = 0;
-}
-
/* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
-void vspeak(const char* msg, bool blank, va_list ap)
+static void vspeak(const char* msg, bool blank, va_list ap)
{
// Do nothing if we got a null pointer.
if (msg == NULL)
// Rendered string
ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
- char* rendered = xmalloc(size);
+ char* rendered = xcalloc(size);
char* renderp = rendered;
- // Handle format specifiers (including the custom %C, %L, %S) by
+ // Handle format specifiers (including the custom %S) by
// adjusting the parameter accordingly, and replacing the
// specifier with %s.
- long previous_arg = 0;
+ bool pluralize = false;
for (int i = 0; i < msglen; i++) {
if (msg[i] != '%') {
- *renderp++ = msg[i];
- size--;
+ /* 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 {
- long arg = va_arg(ap, long);
- if (arg == -1)
- arg = 0; // LCOV_EXCL_LINE - don't think we can get here.
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);
if (ret < size) {
renderp += ret;
size -= ret;
}
+ pluralize = (arg != 1);
}
// Unmodified string specifier.
if (msg[i] == 's') {
- packed_to_token(arg, renderp); /* unpack directly to destination */
+ 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') {
- if (previous_arg > 1) { // look at the *previous* parameter (which by necessity must be numeric)
+ // 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);
renderp += len;
size -= len;
}
-
- previous_arg = arg;
+ // 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. */
{
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*) xmalloc(len);
+ 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);
}
-int word_count(char* str)
+static int word_count(char* str)
{
char delims[] = " \t";
int count = 0;
return (count);
}
-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;
+ bool outcome = false;
for (;;) {
char* reply = get_input();
exit(EXIT_SUCCESS);
// LCOV_EXCL_STOP
}
+ if (strlen(reply) == 0) {
+ free(reply);
+ rspeak(PLEASE_ANSWER);
+ continue;
+ }
- char* firstword = (char*) xmalloc(strlen(reply) + 1);
+ char* firstword = (char*) xcalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
free(reply);
/* Print message X, wait for yes/no answer. If yes, print Y and return true;
* if no, print Z and return false. */
{
- bool outcome;
+ bool outcome = false;
for (;;) {
speak(question);
// LCOV_EXCL_STOP
}
- char* firstword = (char*) xmalloc(strlen(reply) + 1);
+ if (strlen(reply) == 0) {
+ free(reply);
+ rspeak(PLEASE_ANSWER);
+ continue;
+ }
+
+ char* firstword = (char*) xcalloc(strlen(reply) + 1);
sscanf(reply, "%s", firstword);
free(reply);
/* Data structure routines */
-int get_motion_vocab_id(const char* word)
+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 (strcasecmp(word, motions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
+ if (strncasecmp(word, motions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
strchr(ignore, word[0]) == NULL ||
!settings.oldstyle))
return (i);
return (WORD_NOT_FOUND);
}
-int get_object_vocab_id(const char* word)
+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 (strcasecmp(word, objects[i].words.strs[j]) == 0)
+ if (strncasecmp(word, objects[i].words.strs[j], TOKLEN) == 0)
return (i);
}
}
return (WORD_NOT_FOUND);
}
-int get_action_vocab_id(const char* word)
+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 (strcasecmp(word, actions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
+ if (strncasecmp(word, actions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
strchr(ignore, word[0]) == NULL ||
!settings.oldstyle))
return (i);
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.
+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 (strcasecmp(word, specials[i].words.strs[j]) == 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;
}
-long get_vocab_id(const char* word)
-// Search the vocab categories in order for the supplied word.
+static void get_vocab_metadata(const char* word, vocab_t* id, enum wordtype* type)
{
/* Check for an empty string */
- if (strncmp(word, "", sizeof("")) == 0)
- return (WORD_EMPTY);
+ if (strncmp(word, "", sizeof("")) == 0) {
+ *id = WORD_EMPTY;
+ *type = NO_WORD_TYPE;
+ return;
+ }
- long ref_num;
+ vocab_t ref_num;
- /* FIXME: Magic numbers related to vocabulary */
ref_num = get_motion_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return MOTION_WORD(ref_num);
+ 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)
- return OBJECT_WORD(ref_num);
+ 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)
- return ACTION_WORD(ref_num);
-
- ref_num = get_special_vocab_id(word);
- if (ref_num != WORD_NOT_FOUND)
- return SPECIAL_WORD(ref_num);
+ if (ref_num != WORD_NOT_FOUND) {
+ *id = ref_num;
+ *type = ACTION;
+ return;
+ }
// Check for the reservoir magic word.
- if (strcasecmp(word, game.zzword) == 0)
- return ACTION_WORD(PART);
+ if (strcasecmp(word, game.zzword) == 0) {
+ *id = PART;
+ *type = ACTION;
+ return;
+ }
- return (WORD_NOT_FOUND);
+ // 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, struct command_t *cmd)
+{
+ memset(cmd, '\0', sizeof(struct 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->raw1, cmd->raw2);
+
+ /* (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->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]);
+ }
+
+ /* populate command with parsed vocabulary metadata */
+ get_vocab_metadata(cmd->raw1, &(cmd->id1), &(cmd->type1));
+ get_vocab_metadata(cmd->raw2, &(cmd->id2), &(cmd->type2));
+}
+
+bool get_command_input(struct 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)
* 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];
else
from = game.place[object];
- if (from != LOC_NOWHERE && from != CARRIED && !SPECIAL(from))
+ /* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong... */
+ if (from != LOC_NOWHERE && from != CARRIED)
carry(object, from);
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;