X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=misc.c;h=9502c8b039228e1e8e5ac790d66dae43a6772812;hb=ff9c73a37d898d824aa9f8ecd4b670acd84d37e7;hp=03681d0b07389b6eaf7af1cbd5f6eb2da7ec62b2;hpb=0fbd79b608bf8b481e079b98130c392a5c594776;p=open-adventure.git diff --git a/misc.c b/misc.c index 03681d0..9502c8b 100644 --- a/misc.c +++ b/misc.c @@ -1,3 +1,11 @@ +/* + * 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 #include #include @@ -6,6 +14,7 @@ #include #include #include +#include #include "advent.h" #include "dungeon.h" @@ -26,6 +35,7 @@ static void* xcalloc(size_t size) /* 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) @@ -66,8 +76,8 @@ static void vspeak(const char* msg, bool blank, va_list ap) i++; // Integer specifier. if (msg[i] == 'd') { - long arg = va_arg(ap, long); - int ret = snprintf(renderp, size, "%ld", arg); + int32_t arg = va_arg(ap, int32_t); + int ret = snprintf(renderp, size, "%" PRId32, arg); if (ret < size) { renderp += ret; size -= ret; @@ -113,6 +123,7 @@ static void vspeak(const char* msg, bool blank, va_list ap) } void speak(const char* msg, ...) +/* speak a specified string */ { va_list ap; va_start(ap, msg); @@ -121,6 +132,7 @@ void speak(const char* msg, ...) } void sspeak(const int msg, ...) +/* Speak a message from the arbitrary-messages list */ { va_list ap; va_start(ap, msg); @@ -130,7 +142,7 @@ void sspeak(const int 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 @@ -138,7 +150,7 @@ void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...) * 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); @@ -202,7 +214,7 @@ static int word_count(char* str) static char* get_input(void) { // Set up the prompt - char input_prompt[] = "> "; + char input_prompt[] = PROMPT; if (!settings.prompt) input_prompt[0] = '\0'; @@ -210,8 +222,8 @@ static char* get_input(void) 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); @@ -237,7 +249,7 @@ static char* get_input(void) return (input); } -bool silent_yes(void) +bool silent_yes_or_no(void) { bool outcome = false; @@ -271,12 +283,10 @@ bool silent_yes(void) 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 @@ -286,7 +296,7 @@ bool silent_yes(void) } -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. */ { @@ -325,13 +335,11 @@ bool yes(const char* question, const char* yes_response, const char* no_response 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; @@ -401,7 +409,7 @@ static bool is_valid_int(const char *str) 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; @@ -412,70 +420,75 @@ static bool is_valid_int(const char *str) 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); 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); + ref_num = get_action_vocab_id(word); if (ref_num != WORD_NOT_FOUND) { - word->id = ref_num; - word->type = ACTION; + *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. * @@ -495,8 +508,9 @@ static void tokenize(char* raw, command_t *cmd) } /* 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) @@ -524,9 +538,33 @@ 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. */ @@ -557,12 +595,12 @@ void move(obj_t object, loc_t where) drop(object, where); } -loc_t put(obj_t object, loc_t where, long pval) +loc_t 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); + return (-1) - pval;; // Needs to stay sinchronized with STASHED } void carry(obj_t object, loc_t where) @@ -570,13 +608,22 @@ 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) return; game.place[object] = CARRIED; - ++game.holdng; + + /* + * 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]; @@ -591,17 +638,23 @@ void carry(obj_t object, loc_t where) 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. */ + * game.holdng if the object was being toted. No state change on the object. */ { if (object > NOBJECTS) game.fixed[object - NOBJECTS] = where; else { if (game.place[object] == CARRIED) - --game.holdng; + 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.place[object] = where; } - if (where == LOC_NOWHERE || - where == CARRIED) + if (where == LOC_NOWHERE || where == CARRIED) return; game.link[object] = game.atloc[where]; game.atloc[where] = object; @@ -618,10 +671,10 @@ 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; @@ -630,23 +683,25 @@ int atdwrf(loc_t where) /* 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(long seedval) -/* Set the LCG seed */ +void set_seed(int32_t seedval) +/* Set the LCG1 seed */ { - game.lcg_x = (unsigned long) seedval % game.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); @@ -655,18 +710,21 @@ void set_seed(long seedval) game.zzword[5] = '\0'; } -static unsigned long get_next_lcg_value(void) +static int32_t get_next_lcg_value(void) /* Return the LCG's current value, and then iterate it. */ { - unsigned long old_x = game.lcg_x; - game.lcg_x = (game.lcg_a * game.lcg_x + game.lcg_c) % game.lcg_m; + 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; } -long randrange(long range) +int32_t randrange(int32_t range) /* Return a random integer from [0, range). */ { - return range * get_next_lcg_value() / game.lcg_m; + return range * get_next_lcg_value() / LCG_M; } // LCOV_EXCL_START @@ -677,13 +735,11 @@ void bug(enum bugtype num, const char *error_string) } // 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); + pspeak(obj, change, true, state); } /* end */