pspeak(obj, change, state);
}
-static int attack(FILE *input, struct command_t *command)
+static int attack(struct command_t *command)
/* Attack. Assume target if unambiguous. "Throw" also links here.
* Attackable objects fall into two categories: enemies (snake,
* dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
* fixed), move rug there (not fixed), and move him there,
* too. Then do a null motion to get new description. */
rspeak(BARE_HANDS_QUERY);
- GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
- if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
- return GO_CHECKFOO;
+ if(silent_yes())
+ {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("Y");
+ }
+ else
+ {
+ // FIXME: setting wd1 is a workaround for broken logic
+ command->wd1 = token_to_packed("N");
+ return GO_CHECKFOO;
+ }
pspeak(DRAGON, look, 3);
game.prop[DRAGON] = 1;
game.prop[RUG] = 0;
* Look up foo in section 3 of vocab to determine which word we've got. Last
* word zips the eggs back to the giant room (unless already there). */
{
- int k = vocab(foo, 3);
+ //int k = vocab(foo, 3);
+ char word[6];
+ packed_to_token(foo, word);
+ int k = (int) get_special_vocab_id(word);
int spk = NOTHING_HAPPENS;
if (game.foobar != 1 - k) {
if (game.foobar != 0 && game.loc == LOC_GIANTROOM)spk = START_OVER;
int mi = game.prop[i];
if (i == BIRD)
mi += 3 * game.blooded;
- pspeak(i, hear, mi, game.zzword);
+ long packed_zzword = token_to_packed(game.zzword);
+ pspeak(i, hear, mi, packed_zzword);
spk = NO_MESSAGE;
/* FIXME: Magic number, sensitive to bird state logic */
if (i == BIRD && game.prop[i] == 5)
b = command->wd2x;
command->wd1 = command->wd2;
}
- int wd = vocab(command->wd1, -1);
+ //int wd = vocab(command->wd1, -1);
+ char word1[6];
+ packed_to_token(command->wd1, word1);
+ int wd = (int) get_vocab_id(word1);
/* FIXME: Magic numbers */
if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
/* FIXME: scribbles on the interpreter's command block */
return GO_MOVE;
}
-static int throw (FILE *cmdin, struct command_t *command)
+static int throw (struct command_t *command)
/* Throw. Same as discard unless axe. Then same as attack except
* ignore bird, and if dwarf is present then one might be killed.
* (Only way to do so!) Axe also special for dragon, bear, and
return GO_CLEAROBJ;
}
command->obj = 0;
- return (attack(cmdin, command));
+ return (attack(command));
}
if (randrange(NDWARVES + 1) < game.dflag) {
}
}
-int action(FILE *input, struct command_t *command)
+int action(struct command_t *command)
/* Analyse a verb. Remember what it was, go back for object if second word
* unless verb is "say", which snarfs arbitrary second word.
*/
return GO_CLEAROBJ;
}
case ATTACK:
- return attack(input, command);
+ return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
return GO_CLEAROBJ;
}
case ATTACK:
- return attack(input, command);
+ return attack(command);
case POUR:
return pour(command->verb, command->obj);
case EAT:
case RUB:
return rub(command->verb, command->obj);
case THROW:
- return throw(input, command);
+ return throw(command);
case QUIT: {
rspeak(spk);
return GO_CLEAROBJ;
#define FLASHTIME 50 /*turns from first warning till blinding flash */
#define PANICTIME 15 /* time left after closing */
#define BATTERYLIFE 2500 /* turn limit increment from batteries */
+#define WORD_NOT_FOUND -1 /* "Word not found" flag value for the vocab hash functions. */
typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; /* index into a vocabulary array */
long trnluz; /* # points lost so far due to number of turns used */
long turns; /* how many commands he's given (ignores yes/no) */
bool wzdark; /* whether the loc he's leaving was dark */
- long zzword;
+ char zzword[6];
bool blooded; /* has player drunk of dragon's blood? */
long abbrev[NLOCATIONS + 1];
long atloc[NLOCATIONS + 1];
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
+extern char* xstrdup(const char* s);
extern void* xmalloc(size_t size);
extern void packed_to_token(long, char token[]);
-extern void token_to_packed(char token[], long*);
+extern long token_to_packed(const char token[6]);
+extern void tokenize(char*, long tokens[4]);
extern void vspeak(const char*, va_list);
extern bool wordeq(token_t, token_t);
extern bool wordempty(token_t);
extern void rspeak(vocab_t, ...);
extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*);
extern void echo_input(FILE*, char*, char*);
+extern int word_count(char*);
extern char* get_input(void);
+extern bool silent_yes(void);
extern bool yes(const char*, const char*, const char*);
extern long GETTXT(bool, bool, bool);
extern token_t MAKEWD(long);
extern long vocab(long, long);
+extern int get_motion_vocab_id(const char*);
+extern int get_object_vocab_id(const char*);
+extern int get_action_vocab_id(const char*);
+extern int get_special_vocab_id(const char*);
+extern long get_vocab_id(const char*);
extern void juggle(long);
extern void move(long, long);
extern long put(long, long, long);
extern long setbit(long);
extern bool tstbit(long, int);
extern long rndvoc(long, long);
+extern void make_zzword(char*);
extern bool MAPLIN(FILE *);
extern void datime(long*, long*);
};
void initialise(void);
-int action(FILE *input, struct command_t *command);
+int action(struct command_t *command);
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
message: HUH_MAN
words: !!null
+specials: !!omap
+- SPC_0:
+ message: !!null
+ words: !!null
+- SPC_1:
+ message: !!null
+ words: ['fee']
+- SPC_2:
+ message: !!null
+ words: ['fie']
+- SPC_3:
+ message: !!null
+ words: ['foe']
+- SPC_4:
+ message: !!null
+ words: ['foo']
+- SPC_5:
+ message: !!null
+ words: ['fum']
+- SPC_13:
+ message: YOUR_WELCOME
+ words: ['thank']
+- SPC_50:
+ message: WORN_OUT
+ words: ['sesam', 'opens', 'abra', 'abrac', 'shaza', 'hocus', 'pocus']
+- SPC_51:
+ message: VOCAB_DESCRIPTION
+ words: ['help', '?']
+- SPC_54:
+ message: OK_MAN
+ words: ['no']
+- SPC_64:
+ message: FOREST_LOOK
+ words: ['tree', 'trees']
+- SPC_66:
+ message: DIGGING_FUTILE
+ words: ['dig', 'excav']
+- SPC_68:
+ message: IM_CONFUSED
+ words: ['lost']
+- SPC_69:
+ message: EXPLAIN_MIST
+ words: ['mist']
+- SPC_79:
+ message: WATCH_IT
+ words: ['fuck']
+- SPC_139:
+ message: STOP_UNKNOWN
+ words: ['stop']
+- SPC_142:
+ message: QUICK_START
+ words: ['info', 'infor']
+- SPC_147:
+ message: NOT_KNOWHOW
+ words: ['swim']
+- SPC_246:
+ message: WIZARDS_NODISTURB
+ words: ['wizar']
+- SPC_271:
+ message: GUESS_AGAIN
+ words: ['yes']
+- SPC_275:
+ message: ADVENTURE_NEWS
+ words: ['news']
+
hints:
- hint: &grate
name: CAVE
- 'Even though it''s an oyster, the critter''s as tight-mouthed as a clam.'
- 'It says the same thing it did before. Hm, maybe it''s a pun?'
- MAGAZINE:
- words: ['issue', 'spelu', '"spel']
+ words: ['magaz', 'issue', 'spelu', '"spel']
inventory: '"Spelunker Today"'
locations: LOC_ANTEROOM
descriptions:
/* Initialize game variables */
initialise();
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
60, 61, 62, 123, 124, 125, 126, 83,
};
+
+const char new_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',
+};
+
+const char new_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,
+};
extern const char advent_to_ascii[128];
extern const char ascii_to_advent[128];
+extern const char new_advent_to_ascii[64];
+extern const char new_ascii_to_advent[128];
enum bugtype {
TOO_MANY_VOCABULARY_WORDS, // 4
#include <getopt.h>
#include <signal.h>
#include <time.h>
+#include <string.h>
#include "advent.h"
#include "database.h"
#include "linenoise/linenoise.h"
* Revived 2017 as Open Adventure.
*/
-static bool do_command(FILE *);
+static bool do_command(void);
int main(int argc, char *argv[])
{
initialise();
/* Start-up, dwarf stuff */
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
game.newloc = LOC_START;
game.loc = LOC_START;
game.limit = GAMELIMIT;
/* interpret commands until EOF or interrupt */
for (;;) {
- if (!do_command(stdin))
+ if (!do_command())
break;
}
/* show score and exit */
// autogenerated, so don't charge user time for it.
--game.turns;
// here we reconfigure any global game state that uses random numbers
- game.zzword = rndvoc(3, 0);
+ make_zzword(game.zzword);
return true;
}
return false;
}
}
-static bool do_command(FILE *cmdin)
+static bool do_command()
/* Get and execute a command */
{
long V1, V2;
game.knfloc = 0;
/* This is where we get a new command from the user */
- if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
- return false;
+ char* input;
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return(false);
+ if (word_count(input) > 2)
+ {
+ rspeak(TWO_WORDS);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ }
+ long tokens[4];
+ tokenize(input, tokens);
+ command.wd1 = tokens[0];
+ command.wd1x = tokens[1];
+ command.wd2 = tokens[2];
+ command.wd2x = tokens[3];
/* Every input, check "game.foobar" flag. If zero, nothing's
* going on. If pos, make neg. If neg, he skipped a word,
} else
lampcheck();
- V1 = vocab(command.wd1, -1);
- V2 = vocab(command.wd2, -1);
+ char word1[6];
+ char word2[6];
+ packed_to_token(command.wd1, word1);
+ packed_to_token(command.wd2, word2);
+ V1 = get_vocab_id(word1);
+ V2 = get_vocab_id(word2);
if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
if (LIQLOC(game.loc) == WATER) {
rspeak(FEET_WET);
if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
(V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
if (AT(V2 - 1000))
- command.wd2 = MAKEWD(WORD_POUR);
+ command.wd2 = token_to_packed("POUR");
}
if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
- command.wd1 = MAKEWD(WORD_CATCH);
+ command.wd1 = token_to_packed("CATCH");
}
L2620:
- if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
+ if (wordeq(command.wd1, token_to_packed("WEST"))) {
++game.iwest;
if (game.iwest == 10)
rspeak(W_IS_WEST);
}
- if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
+ if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
if (++igo == 10)
rspeak(GO_UNNEEDED);
}
Lookup:
- defn = vocab(command.wd1, -1);
+ packed_to_token(command.wd1, word1);
+ defn = get_vocab_id(word1);
if (defn == -1) {
/* Gee, I don't understand. */
- if (fallback_handler(rawbuf))
+ if (fallback_handler(input))
continue;
rspeak(DONT_KNOW, command.wd1, command.wd1x);
goto L2600;
command.verb = kmod;
break;
case 3:
- rspeak(kmod);
+ rspeak(specials[kmod].message);
goto L2012;
default:
BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
}
Laction:
- switch (action(cmdin, &command)) {
+ switch (action(&command)) {
case GO_TERMINATE:
return true;
case GO_MOVE:
default:
BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
}
+ linenoiseFree(input);
}
}
#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);
{
// 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.
}
}
+long token_to_packed(const char token[6])
+{
+ size_t t_len = strlen(token);
+ long packed = 0;
+ for (size_t i = 0; i < t_len; ++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 */
bool wordeq(token_t a, token_t b)
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
// Should be unreachable in tests, as they will use a non-interactive shell.
printf("%s", input_prompt);
// LCOV_EXCL_STOP
- IGNORE(getline(&input, &n, stdin));
+ 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 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. */
free(firstword);
if (yes == 0 || y == 0) {
- speak(yes_response);
+ speak(yes_response);
outcome = true;
break;
} else if (no == 0 || n == 0) {
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);
+}
+
+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. */
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) */
#define COND_HJADE 20 /* Found all treasures except jade */
typedef struct {{
+ const char** strs;
+ const int n;
+}} string_group_t;
+
+typedef struct {{
+ const string_group_t words;
const char* inventory;
int plac, fixd;
bool is_treasure;
}} hint_t;
typedef struct {{
- const char** words;
+ const string_group_t words;
}} motion_t;
typedef struct {{
- const char** words;
+ const string_group_t words;
const long message;
}} action_t;
extern long conditions[];
extern const motion_t motions[];
extern const action_t actions[];
+extern const action_t specials[];
extern const travelop_t travel[];
extern const long tkey[];
#define NCLASSES {}
#define NDEATHS {}
#define NTHRESHOLDS {}
+#define NMOTIONS {}
#define NACTIONS {}
+#define NSPECIALS {}
#define NTRAVEL {}
#define NKEYS {}
{}
}};
+enum special_refs {{
+{}
+}};
+
/* State definitions */
{}
{}
}};
+const action_t specials[] = {{
+{}
+}};
+
{}
const travelop_t travel[] = {{
ref_str = ref_str[:-1] # trim trailing newline
return ref_str
+def get_string_group(strings):
+ template = """{{
+ .strs = {},
+ .n = {},
+ }}"""
+ if strings == []:
+ strs = "NULL"
+ else:
+ strs = "(const char* []) {" + ", ".join([make_c_string(s) for s in strings]) + "}"
+ n = len(strings)
+ sg_str = template.format(strs, n)
+ return sg_str
+
def get_arbitrary_messages(arb):
template = """ {},
"""
def get_objects(obj):
template = """ {{ // {}
+ .words = {},
.inventory = {},
.plac = {},
.fixd = {},
obj_str = ""
for (i, item) in enumerate(obj):
attr = item[1]
+ try:
+ words_str = get_string_group(attr["words"])
+ except KeyError:
+ words_str = get_string_group([])
i_msg = make_c_string(attr["inventory"])
descriptions_str = ""
if attr["descriptions"] == None:
sys.stderr.write("dungeon: unknown object location in %s\n" % locs)
sys.exit(1)
treasure = "true" if attr.get("treasure") else "false"
- obj_str += template.format(i, i_msg, locs[0], locs[1], treasure, descriptions_str, sounds_str, texts_str, changes_str)
+ obj_str += template.format(i, words_str, i_msg, locs[0], locs[1], treasure, descriptions_str, sounds_str, texts_str, changes_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
for motion in motions:
contents = motion[1]
if contents["words"] == None:
- mot_str += template.format("NULL")
- continue
- c_words = [make_c_string(s) for s in contents["words"]]
- words_str = "(const char* []) {" + ", ".join(c_words) + "}"
+ words_str = get_string_group([])
+ else:
+ words_str = get_string_group(contents["words"])
mot_str += template.format(words_str)
return mot_str
contents = action[1]
if contents["words"] == None:
- words_str = "NULL"
+ words_str = get_string_group([])
else:
- c_words = [make_c_string(s) for s in contents["words"]]
- words_str = "(const char* []) {" + ", ".join(c_words) + "}"
+ words_str = get_string_group(contents["words"])
if contents["message"] == None:
message = "NO_MESSAGE"
get_condbits(db["locations"]),
get_motions(db["motions"]),
get_actions(db["actions"]),
+ get_actions(db["specials"]),
"const long tkey[] = {%s};" % bigdump(tkey),
get_travel(travel),
)
len(db["classes"])-1,
len(db["obituaries"]),
len(db["turn_thresholds"]),
+ len(db["motions"]),
len(db["actions"]),
+ len(db["specials"]),
len(travel),
len(tkey),
get_refs(db["arbitrary_messages"]),
get_refs(db["objects"]),
get_refs(db["motions"]),
get_refs(db["actions"]),
+ get_refs(db["specials"]),
statedefines,
)
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
} else {
memcpy(&game, &save.game, sizeof(struct game_t));
- game.zzword = rndvoc(3, game.zzword);
+ //game.zzword = rndvoc(3, game.zzword);
+ make_zzword(game.zzword);
}
return GO_TOP;
}
Around you is a forest. A small stream flows out of the building and
down a gully.
->
+> in
+
You are inside a building, a well house for a large spring.
There are some keys on the ground here.
There is a bottle of water here.
>
->
+
+
You scored 32 out of a possible 430, using 1 turn.
You are obviously a rank amateur. Better luck next time.