X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=809574b6c35cc82e02208a05862133463aa26e2b;hb=9af3ab4ecddbd6dd0347a4adc54a98b5153a9fb6;hp=5bf7d9522a57e8d4c360a12791f3388c2fb0164f;hpb=8c6593ad0c06b58c2343869b7e1394645caa474a;p=open-adventure.git diff --git a/main.c b/main.c index 5bf7d95..809574b 100644 --- a/main.c +++ b/main.c @@ -11,6 +11,8 @@ #include #include #include +#include +#include #include "advent.h" #include "dungeon.h" @@ -50,11 +52,11 @@ int main(int argc, char *argv[]) #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) { @@ -95,25 +97,30 @@ int main(int argc, char *argv[]) } } + /* copy inncation line part after switches */ + settings.argc = argc - optind; + settings.argv = argv + optind; + settings.optind = 0; + /* Initialize game variables */ - long seedval = initialise(); + 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 if (settings.logfp) - fprintf(settings.logfp, "seed %ld\n", seedval); + fprintf(settings.logfp, "seed %d\n", seedval); /* interpret commands until EOF or interrupt */ for (;;) { @@ -129,7 +136,52 @@ int main(int argc, char *argv[]) terminate(quitgame); } -/* Check if this loc is eligible for any hints. If been here long +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). */ static void checkhints(void) @@ -141,7 +193,7 @@ static void checkhints(void) if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) game.hintlc[hint] = -1; ++game.hintlc[hint]; - /* Come here if he's been long enough at required loc(s) for some + /* Come here if he's been int enough at required loc(s) for some * unused hint. */ if (game.hintlc[hint] >= hints[hint].turns) { int i; @@ -203,15 +255,16 @@ static void checkhints(void) 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; } @@ -466,14 +519,14 @@ static void croak(void) * 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)) @@ -489,11 +542,11 @@ static void croak(void) } } -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; @@ -506,7 +559,7 @@ static void describe_location(void) rspeak(TAME_BEAR); speak(msg); - + if (game.loc == LOC_Y2 && PCT(25) && !game.closng) rspeak(SAYS_PLUGH); } @@ -653,8 +706,8 @@ static void playermove(int motion) for (;;) { /* L12 loop */ for (;;) { enum condtype_t condtype = travel[travel_entry].condtype; - long condarg1 = travel[travel_entry].condarg1; - long condarg2 = travel[travel_entry].condarg2; + int condarg1 = travel[travel_entry].condarg1; + int condarg2 = travel[travel_entry].condarg2; if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ if (condtype == cond_goto || condtype == cond_pct) { @@ -992,22 +1045,22 @@ static void listobjects(void) } } -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 * - : - * Irregular form of input, but should be allowed. We switch back to form for + * Irregular form of input, but should be allowed. We switch back to 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 @@ -1035,12 +1088,12 @@ bool preprocess_command(command_t *command) 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]; @@ -1056,16 +1109,16 @@ bool preprocess_command(command_t *command) } /* 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). */ @@ -1127,16 +1180,16 @@ static bool do_command() 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++) { @@ -1145,7 +1198,7 @@ static bool do_command() } } - /* 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) @@ -1166,7 +1219,7 @@ static bool do_command() } /* check if game is closed, and exit if it is */ - if (closecheck() ) + if (closecheck() ) return true; /* loop until all words in command are procesed */ @@ -1212,8 +1265,9 @@ static bool do_command() 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 }