+/*
+ * I/O and support routines.
+ *
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
/* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
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)
}
void speak(const char* msg, ...)
+/* speak a specified string */
{
va_list ap;
va_start(ap, msg);
}
void sspeak(const int msg, ...)
+/* Speak a message from the arbitrary-messages list */
{
va_list ap;
va_start(ap, msg);
va_end(ap);
}
-void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
+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
* study = text on the object. */
{
va_list ap;
- va_start(ap, blank);
+ va_start(ap, skip);
switch (mode) {
case touch:
vspeak(objects[msg].inventory, blank, ap);
static char* get_input(void)
{
// Set up the prompt
- char input_prompt[] = "> ";
+ char input_prompt[] = PROMPT;
if (!settings.prompt)
input_prompt[0] = '\0';
printf("\n");
char* input;
- while (true) {
- input = readline(input_prompt);
+ for (;;) {
+ input = myreadline(input_prompt);
if (input == NULL) // Got EOF; return with it.
return (input);
return (input);
}
-bool silent_yes(void)
+bool silent_yes_or_no(void)
{
bool outcome = false;
free(firstword);
- if (yes == 0 ||
- y == 0) {
+ if (yes == 0 || y == 0) {
outcome = true;
break;
- } else if (no == 0 ||
- n == 0) {
+ } else if (no == 0 || n == 0) {
outcome = false;
break;
} else
}
-bool yes(const char* question, const char* yes_response, const char* no_response)
+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. */
{
free(firstword);
- if (yes == 0 ||
- y == 0) {
+ if (yes == 0 || y == 0) {
speak(yes_response);
outcome = true;
break;
- } else if (no == 0 ||
- n == 0) {
+ } else if (no == 0 || n == 0) {
speak(no_response);
outcome = false;
break;
if (!*str)
return false; // LCOV_EXCL_LINE
- // Check for non-digit chars in the rest of the stirng.
+ // Check for non-digit chars in the rest of the string.
while (*str) {
if (!isdigit(*str))
return false;
return true;
}
-static void get_vocab_metadata(command_word_t* word)
+static void get_vocab_metadata(const char* word, vocab_t* id, word_type_t* type)
{
/* 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;
- ref_num = get_motion_vocab_id(word->raw);
+ 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) {
- word->id = ref_num;
- word->type = MOTION;
+ *id = ref_num;
+ *type = MOTION;
return;
}
- ref_num = get_object_vocab_id(word->raw);
+ ref_num = get_object_vocab_id(word);
if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = OBJECT;
+ *id = ref_num;
+ *type = OBJECT;
return;
}
- ref_num = get_action_vocab_id(word->raw);
- if (ref_num != WORD_NOT_FOUND) {
- word->id = ref_num;
- word->type = ACTION;
+ 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->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.
- if (is_valid_int(word->raw)) {
- word->id = WORD_EMPTY;
- word->type = NUMERIC;
+ if (is_valid_int(word)) {
+ *id = WORD_EMPTY;
+ *type = NUMERIC;
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)
{
- memset(cmd, '\0', sizeof(command_t));
+ /*
+ * 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 long as the entire input buffer. */
+ * 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
- * becuse archaic FORTRAN had no string types. Don Wood's
+ * because archaic FORTRAN had no string types. Don Wood's
* mechanical translation of 2.5 to C retained the packing and
* thus this misfeature.
*
}
/* 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));
+ cmd->state = TOKENIZED;
}
bool get_command_input(command_t *command)
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.place[object];
- j = game.fixed[object];
+ i = game.objects[object].place;
+ j = game.objects[object].fixed;
move(object, i);
move(object + NOBJECTS, j);
}
/* 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. */
+ * remove objects from game atloc chains. */
{
loc_t from;
if (object > NOBJECTS)
- from = game.fixed[object - NOBJECTS];
+ from = game.objects[object - NOBJECTS].fixed;
else
- from = game.place[object];
+ 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);
}
-loc_t put(obj_t object, loc_t where, long pval)
+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);
- return STASHED(pval);
+ /* (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)
* 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;
+ int temp;
if (object <= NOBJECTS) {
- if (game.place[object] == CARRIED)
+ if (game.objects[object].place == CARRIED)
return;
- game.place[object] = CARRIED;
- ++game.holdng;
+ 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.atloc[where] == object) {
- game.atloc[where] = game.link[object];
+ if (game.locs[where].atloc == object) {
+ game.locs[where].atloc = game.link[object];
return;
}
- temp = game.atloc[where];
+ temp = game.locs[where].atloc;
while (game.link[temp] != object) {
temp = game.link[temp];
}
}
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. */
+/* 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.fixed[object - NOBJECTS] = where;
+ game.objects[object - NOBJECTS].fixed = where;
else {
- if (game.place[object] == CARRIED)
- --game.holdng;
- game.place[object] = where;
+ 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)
+ if (where == LOC_NOWHERE || where == CARRIED)
return;
- game.link[object] = game.atloc[where];
- game.atloc[where] = object;
+ game.link[object] = game.locs[where].atloc;
+ game.locs[where].atloc = object;
}
int atdwrf(loc_t where)
if (game.dflag < 2)
return at;
at = -1;
- for (long i = 1; i <= NDWARVES - 1; i++) {
- if (game.dloc[i] == where)
+ for (int i = 1; i <= NDWARVES - 1; i++) {
+ if (game.dwarves[i].loc == where)
return i;
- if (game.dloc[i] != 0)
+ if (game.dwarves[i].loc != 0)
at = 0;
}
return at;
/* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
* randrange) */
-long setbit(int bit)
+int setbit(int bit)
/* Returns 2**bit for use in constructing bit-masks. */
{
return (1L << bit);
}
-bool tstbit(long mask, int bit)
+bool tstbit(int mask, int bit)
/* Returns true if the specified bit is set in the mask. */
{
return (mask & (1 << bit)) != 0;
}
void set_seed(int32_t seedval)
-/* Set the LCG seed */
+/* Set the LCG1 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);
{
int32_t old_x = game.lcg_x;
game.lcg_x = (LCG_A * game.lcg_x + LCG_C) % LCG_M;
+ if (settings.debug) {
+ printf("# random %d\n", old_x); // LCOV_EXCL_LINE
+ }
return old_x;
}
}
// LCOV_EXCL_STOP
-/* end */
-
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;
- pspeak(obj, change, state, true);
+ game.objects[obj].prop = state;
+ pspeak(obj, change, true, state);
}
/* end */