8 #include <editline/readline.h>
13 static void* xcalloc(size_t size)
15 void* ptr = calloc(size, 1);
18 // exclude from coverage analysis because we can't simulate an out of memory error in testing
19 fprintf(stderr, "Out of memory!\n");
26 /* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
28 static void vspeak(const char* msg, bool blank, va_list ap)
30 // Do nothing if we got a null pointer.
34 // Do nothing if we got an empty string.
41 int msglen = strlen(msg);
44 ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
45 char* rendered = xcalloc(size);
46 char* renderp = rendered;
48 // Handle format specifiers (including the custom %S) by
49 // adjusting the parameter accordingly, and replacing the
51 bool pluralize = false;
52 for (int i = 0; i < msglen; i++) {
54 /* Ugh. Least obtrusive way to deal with artifacts "on the floor"
55 * being dropped outside of both cave and building. */
56 if (strncmp(msg + i, "floor", 5) == 0 && strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
57 strcpy(renderp, "ground");
67 // Integer specifier. In order to accommodate the fact
68 // that PARMS can have both legitimate integers *and*
69 // packed tokens, stringify everything. Future work may
70 // eliminate the need for this.
72 long arg = va_arg(ap, long);
73 int ret = snprintf(renderp, size, "%ld", arg);
78 pluralize = (arg != 1);
81 // Unmodified string specifier.
83 char *arg = va_arg(ap, char *);
84 strncat(renderp, arg, size - 1);
85 size_t len = strlen(renderp);
90 // Singular/plural specifier.
92 // look at the *previous* numeric parameter
99 /* Version specifier */
101 strcpy(renderp, VERSION);
102 size_t len = strlen(VERSION);
110 // Print the message.
111 printf("%s\n", rendered);
116 void speak(const char* msg, ...)
120 vspeak(msg, true, ap);
124 void sspeak(const int msg, ...)
129 vprintf(arbitrary_messages[msg], ap);
134 void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
135 /* Find the skip+1st message from msg and print it. Modes are:
136 * feel = for inventory, what you can touch
137 * look = the long description for the state the object is in
138 * listen = the sound for the state the object is in
139 * study = text on the object. */
145 vspeak(objects[msg].inventory, blank, ap);
148 vspeak(objects[msg].descriptions[skip], blank, ap);
151 vspeak(objects[msg].sounds[skip], blank, ap);
154 vspeak(objects[msg].texts[skip], blank, ap);
157 vspeak(objects[msg].changes[skip], blank, ap);
163 void rspeak(vocab_t i, ...)
164 /* Print the i-th "random" message (section 6 of database). */
168 vspeak(arbitrary_messages[i], true, ap);
172 void echo_input(FILE* destination, const char* input_prompt, const char* input)
174 size_t len = strlen(input_prompt) + strlen(input) + 1;
175 char* prompt_and_input = (char*) xcalloc(len);
176 strcpy(prompt_and_input, input_prompt);
177 strcat(prompt_and_input, input);
178 fprintf(destination, "%s\n", prompt_and_input);
179 free(prompt_and_input);
182 static int word_count(char* str)
184 char delims[] = " \t";
188 for (char *s = str; *s; s++)
190 if (strchr(delims, *s) == 0) {
195 if (strchr(delims, *s) != 0) {
203 static char* get_input(void)
206 char input_prompt[] = "> ";
207 if (!settings.prompt)
208 input_prompt[0] = '\0';
210 // Print a blank line
215 input = readline(input_prompt);
217 if (input == NULL) // Got EOF; return with it.
219 if (input[0] == '#') { // Ignore comments.
223 // We have a 'normal' line; leave the loop.
227 // Strip trailing newlines from the input
228 input[strcspn(input, "\n")] = 0;
233 echo_input(stdout, input_prompt, input);
236 echo_input(settings.logfp, "", input);
241 bool silent_yes(void)
243 bool outcome = false;
246 char* reply = get_input();
249 // Should be unreachable. Reply should never be NULL
254 if (strlen(reply) == 0) {
256 rspeak(PLEASE_ANSWER);
260 char* firstword = (char*) xcalloc(strlen(reply) + 1);
261 sscanf(reply, "%s", firstword);
265 for (int i = 0; i < (int)strlen(firstword); ++i)
266 firstword[i] = tolower(firstword[i]);
268 int yes = strncmp("yes", firstword, sizeof("yes") - 1);
269 int y = strncmp("y", firstword, sizeof("y") - 1);
270 int no = strncmp("no", firstword, sizeof("no") - 1);
271 int n = strncmp("n", firstword, sizeof("n") - 1);
279 } else if (no == 0 ||
284 rspeak(PLEASE_ANSWER);
290 bool yes(const char* question, const char* yes_response, const char* no_response)
291 /* Print message X, wait for yes/no answer. If yes, print Y and return true;
292 * if no, print Z and return false. */
294 bool outcome = false;
299 char* reply = get_input();
302 // Should be unreachable. Reply should never be NULL
308 if (strlen(reply) == 0) {
310 rspeak(PLEASE_ANSWER);
314 char* firstword = (char*) xcalloc(strlen(reply) + 1);
315 sscanf(reply, "%s", firstword);
319 for (int i = 0; i < (int)strlen(firstword); ++i)
320 firstword[i] = tolower(firstword[i]);
322 int yes = strncmp("yes", firstword, sizeof("yes") - 1);
323 int y = strncmp("y", firstword, sizeof("y") - 1);
324 int no = strncmp("no", firstword, sizeof("no") - 1);
325 int n = strncmp("n", firstword, sizeof("n") - 1);
334 } else if (no == 0 ||
340 rspeak(PLEASE_ANSWER);
347 /* Data structure routines */
349 static int get_motion_vocab_id(const char* word)
350 // Return the first motion number that has 'word' as one of its words.
352 for (int i = 0; i < NMOTIONS; ++i) {
353 for (int j = 0; j < motions[i].words.n; ++j) {
354 if (strncasecmp(word, motions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
355 strchr(ignore, word[0]) == NULL ||
360 // If execution reaches here, we didn't find the word.
361 return (WORD_NOT_FOUND);
364 static int get_object_vocab_id(const char* word)
365 // Return the first object number that has 'word' as one of its words.
367 for (int i = 0; i < NOBJECTS + 1; ++i) { // FIXME: the + 1 should go when 1-indexing for objects is removed
368 for (int j = 0; j < objects[i].words.n; ++j) {
369 if (strncasecmp(word, objects[i].words.strs[j], TOKLEN) == 0)
373 // If execution reaches here, we didn't find the word.
374 return (WORD_NOT_FOUND);
377 static int get_action_vocab_id(const char* word)
378 // Return the first motion number that has 'word' as one of its words.
380 for (int i = 0; i < NACTIONS; ++i) {
381 for (int j = 0; j < actions[i].words.n; ++j) {
382 if (strncasecmp(word, actions[i].words.strs[j], TOKLEN) == 0 && (strlen(word) > 1 ||
383 strchr(ignore, word[0]) == NULL ||
388 // If execution reaches here, we didn't find the word.
389 return (WORD_NOT_FOUND);
392 static int get_special_vocab_id(const char* word)
393 // Return the first special number that has 'word' as one of its words.
395 for (int i = 0; i < NSPECIALS; ++i) {
396 for (int j = 0; j < specials[i].words.n; ++j) {
397 if (strncasecmp(word, specials[i].words.strs[j], TOKLEN) == 0)
401 // If execution reaches here, we didn't find the word.
402 return (WORD_NOT_FOUND);
405 static void get_vocab_metadata(const char* word, vocab_t* id, enum wordtype* type)
407 /* Check for an empty string */
408 if (strncmp(word, "", sizeof("")) == 0) {
410 *type = NO_WORD_TYPE;
416 ref_num = get_motion_vocab_id(word);
417 if (ref_num != WORD_NOT_FOUND) {
423 ref_num = get_object_vocab_id(word);
424 if (ref_num != WORD_NOT_FOUND) {
430 ref_num = get_action_vocab_id(word);
431 if (ref_num != WORD_NOT_FOUND) {
437 ref_num = get_special_vocab_id(word);
438 if (ref_num != WORD_NOT_FOUND) {
444 // Check for the reservoir magic word.
445 if (strcasecmp(word, game.zzword) == 0) {
451 *id = WORD_NOT_FOUND;
452 *type = NO_WORD_TYPE;
456 static void tokenize(char* raw, struct command_t *cmd)
458 memset(cmd, '\0', sizeof(struct command_t));
460 /* Bound prefix on the %s would be needed to prevent buffer
461 * overflow. but we shortstop this more simply by making each
462 * raw-input buffer as long as the enrire inout buffer. */
463 sscanf(raw, "%s%s", cmd->raw1, cmd->raw2);
465 /* (ESR) In oldstyle mode, simulate the uppercasing and truncating
466 * effect on raw tokens of packing them into sixbit characters, 5
467 * to a 32-bit word. This is something the FORTRAN version did
468 * becuse archaic FORTRAN had no string types. Don Wood's
469 * mechanical translation of 2.5 to C retained the packing and
470 * thus this misfeature.
472 * It's philosophically questionable whether this is the right
473 * thing to do even in oldstyle mode. On one hand, the text
474 * mangling was not authorial intent, but a result of limitations
475 * in their tools. On the other, not simulating this misbehavior
476 * goes against the goal of making oldstyle as accurate as
477 * possible an emulation of the original UI.
479 if (settings.oldstyle) {
480 cmd->raw1[TOKLEN + TOKLEN] = cmd->raw2[TOKLEN + TOKLEN] = '\0';
481 for (size_t i = 0; i < strlen(cmd->raw1); i++)
482 cmd->raw1[i] = toupper(cmd->raw1[i]);
483 for (size_t i = 0; i < strlen(cmd->raw2); i++)
484 cmd->raw2[i] = toupper(cmd->raw2[i]);
487 /* populate command with parsed vocab metadata */
488 get_vocab_metadata(cmd->raw1, &(cmd->id1), &(cmd->type1));
489 get_vocab_metadata(cmd->raw2, &(cmd->id2), &(cmd->type2));
492 bool get_command_input(struct command_t *command)
493 /* Get user input on stdin, parse and map to command */
495 char inputbuf[LINESIZE];
502 if (word_count(input) > 2) {
507 if (strcmp(input, "") != 0)
512 strncpy(inputbuf, input, LINESIZE - 1);
515 tokenize(inputbuf, command);
520 void juggle(obj_t object)
521 /* Juggle an object by picking it up and putting it down again, the purpose
522 * being to get the object to the front of the chain of things at its loc. */
526 i = game.place[object];
527 j = game.fixed[object];
529 move(object + NOBJECTS, j);
532 void move(obj_t object, loc_t where)
533 /* Place any object anywhere by picking it up and dropping it. May
534 * already be toting, in which case the carry is a no-op. Mustn't
535 * pick up objects which are not at any loc, since carry wants to
536 * remove objects from game.atloc chains. */
540 if (object > NOBJECTS)
541 from = game.fixed[object - NOBJECTS];
543 from = game.place[object];
544 /* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong... */
545 if (from != LOC_NOWHERE && from != CARRIED)
550 loc_t put(obj_t object, loc_t where, long pval)
551 /* put() is the same as move(), except it returns a value used to set up the
552 * negated game.prop values for the repository objects. */
555 return STASHED(pval);
558 void carry(obj_t object, loc_t where)
559 /* Start toting an object, removing it from the list of things at its former
560 * location. Incr holdng unless it was already being toted. If object>NOBJECTS
561 * (moving "fixed" second loc), don't change game.place or game.holdng. */
565 if (object <= NOBJECTS) {
566 if (game.place[object] == CARRIED)
568 game.place[object] = CARRIED;
571 if (game.atloc[where] == object) {
572 game.atloc[where] = game.link[object];
575 temp = game.atloc[where];
576 while (game.link[temp] != object) {
577 temp = game.link[temp];
579 game.link[temp] = game.link[object];
582 void drop(obj_t object, loc_t where)
583 /* Place an object at a given loc, prefixing it onto the game.atloc list. Decr
584 * game.holdng if the object was being toted. */
586 if (object > NOBJECTS)
587 game.fixed[object - NOBJECTS] = where;
589 if (game.place[object] == CARRIED)
591 game.place[object] = where;
593 if (where == LOC_NOWHERE ||
596 game.link[object] = game.atloc[where];
597 game.atloc[where] = object;
600 long atdwrf(loc_t where)
601 /* Return the index of first dwarf at the given location, zero if no dwarf is
602 * there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore
603 * the pirate (6th dwarf). */
611 for (long i = 1; i <= NDWARVES - 1; i++) {
612 if (game.dloc[i] == where)
614 if (game.dloc[i] != 0)
620 /* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
623 long setbit(long bit)
624 /* Returns 2**bit for use in constructing bit-masks. */
629 bool tstbit(long mask, int bit)
630 /* Returns true if the specified bit is set in the mask. */
632 return (mask & (1 << bit)) != 0;
635 void set_seed(long seedval)
636 /* Set the LCG seed */
638 game.lcg_x = (unsigned long) seedval % game.lcg_m;
640 // once seed is set, we need to generate the Z`ZZZ word
641 make_zzword(game.zzword);
644 unsigned long get_next_lcg_value(void)
645 /* Return the LCG's current value, and then iterate it. */
647 unsigned long old_x = game.lcg_x;
648 game.lcg_x = (game.lcg_a * game.lcg_x + game.lcg_c) % game.lcg_m;
652 long randrange(long range)
653 /* Return a random integer from [0, range). */
655 return range * get_next_lcg_value() / game.lcg_m;
658 void make_zzword(char zzword[TOKLEN + 1])
660 for (int i = 0; i < 5; ++i) {
661 zzword[i] = 'A' + randrange(26);
663 zzword[1] = '\''; // force second char to apostrophe
668 void bug(enum bugtype num, const char *error_string)
670 fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
677 void state_change(obj_t obj, long state)
678 /* Object must have a change-message list for this to be useful; only some do */
680 game.prop[obj] = state;
681 pspeak(obj, change, state, true);