#include #include #include #include #include #include #include #include "advent.h" #include "linenoise/linenoise.h" #include "dungeon.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); 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); // LCOV_EXCL_STOP } return (ptr); } void packed_to_token(long packed, char token[6]) { // The advent->ascii mapping. const char 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', }; // Unpack and map back to ASCII. for (int i = 0; i < 5; ++i) { char advent = (packed >> i * 6) & 63; token[i] = advent_to_ascii[(int) advent]; } // Ensure the last character is \0. token[5] = '\0'; // Replace trailing whitespace with \0. for (int i = 4; i >= 0; --i) { if (token[i] == ' ' || token[i] == '\t') token[i] = '\0'; else break; } } long token_to_packed(const char token[6]) { const char 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, }; size_t t_len = strlen(token); long packed = 0; for (size_t i = 0; i < t_len; ++i) { char mapped = 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) + 1); words[1] = (char*) xmalloc(strlen(raw) + 1); 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) { return a == b; } bool wordempty(token_t a) { return a == 0; } void wordclear(token_t *v) { *v = 0; } /* I/O routines (speak, pspeak, rspeak, get_input, yes) */ void vspeak(const char* msg, va_list ap) { // Do nothing if we got a null pointer. if (msg == NULL) return; // Do nothing if we got an empty string. if (strlen(msg) == 0) return; // Print a newline if the global game.blklin says to. if (game.blklin == true) printf("\n"); int msglen = strlen(msg); // Rendered string ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */ char* rendered = xmalloc(size); char* renderp = rendered; // Handle format specifiers (including the custom %C, %L, %S) by adjusting the parameter accordingly, and replacing the specifier with %s. long previous_arg = 0; for (int i = 0; i < msglen; i++) { if (msg[i] != '%') { *renderp++ = msg[i]; size--; } else { long arg = va_arg(ap, long); if (arg == -1) arg = 0; i++; // Integer specifier. In order to accommodate the fact that PARMS can have both legitimate integers *and* packed tokens, stringify everything. Future work may eliminate the need for this. if (msg[i] == 'd') { int ret = snprintf(renderp, size, "%ld", arg); if (ret < size) { renderp += ret; size -= ret; } } // Unmodified string specifier. if (msg[i] == 's') { packed_to_token(arg, renderp); /* unpack directly to destination */ size_t len = strlen(renderp); renderp += len; size -= len; } // Singular/plural specifier. if (msg[i] == 'S') { if (previous_arg > 1) { // look at the *previous* parameter (which by necessity must be numeric) *renderp++ = 's'; size--; } } // All-lowercase specifier. if (msg[i] == 'L' || msg[i] == 'C') { packed_to_token(arg, renderp); /* unpack directly to destination */ int len = strlen(renderp); for (int j = 0; j < len; ++j) { renderp[j] = tolower(renderp[j]); } if (msg[i] == 'C') // First char uppercase, rest lowercase. renderp[0] = toupper(renderp[0]); renderp += len; size -= len; } previous_arg = arg; } } *renderp = 0; // Print the message. printf("%s\n", rendered); free(rendered); } void speak(const char* msg, ...) { va_list ap; va_start(ap, msg); vspeak(msg, ap); va_end(ap); } void pspeak(vocab_t msg, enum speaktype mode, int skip, ...) /* Find the skip+1st message from msg and print it. Modes are: * feel = for inventory, what you can touch * look = the long description for the state the object is in * listen = the sound for the state the object is in * study = text on the object. */ { va_list ap; va_start(ap, skip); switch (mode) { case touch: vspeak(objects[msg].inventory, ap); break; case look: vspeak(objects[msg].descriptions[skip], ap); break; case hear: vspeak(objects[msg].sounds[skip], ap); break; case study: vspeak(objects[msg].texts[skip], ap); break; case change: vspeak(objects[msg].changes[skip], ap); break; } va_end(ap); } void rspeak(vocab_t i, ...) /* Print the i-th "random" message (section 6 of database). */ { va_list ap; va_start(ap, i); vspeak(arbitrary_messages[i], ap); va_end(ap); } void echo_input(FILE* destination, char* input_prompt, char* input) { size_t len = strlen(input_prompt) + strlen(input) + 1; char* prompt_and_input = (char*) xmalloc(len); strcpy(prompt_and_input, input_prompt); strcat(prompt_and_input, input); fprintf(destination, "%s\n", prompt_and_input); 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 char input_prompt[] = "> "; if (!prompt) input_prompt[0] = '\0'; // Print a blank line if game.blklin tells us to. if (game.blklin == true) printf("\n"); char* input; while (true) { if (editline) input = linenoise(input_prompt); else { input = NULL; size_t n = 0; if (isatty(0)) // LCOV_EXCL_START // Should be unreachable in tests, as they will use a non-interactive shell. printf("%s", input_prompt); // LCOV_EXCL_STOP 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); else if (input[0] == '#') // Ignore comments. continue; else // We have a 'normal' line; leave the loop. break; } // Strip trailing newlines from the input input[strcspn(input, "\n")] = 0; linenoiseHistoryAdd(input); if (!isatty(0)) echo_input(stdout, input_prompt, input); if (logfp) echo_input(logfp, input_prompt, input); 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. */ { char* reply; bool outcome; for (;;) { speak(question); 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) { speak(yes_response); outcome = true; break; } else if (no == 0 || n == 0) { speak(no_response); outcome = false; break; } else rspeak(PLEASE_ANSWER); } linenoiseFree(reply); return (outcome); } /* Data structure routines */ 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. */ { long i, j; i = game.place[object]; j = game.fixed[object]; move(object, i); move(object + NOBJECTS, j); } void move(long object, long where) /* 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. */ { long from; if (object > NOBJECTS) from = game.fixed[object - NOBJECTS]; else from = game.place[object]; if (from != LOC_NOWHERE && from != CARRIED && !SPECIAL(from)) carry(object, from); drop(object, where); } long put(long object, long where, long 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 (-1) - pval;; } void carry(long object, long where) /* Start toting an object, removing it from the list of things at its former * 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; if (object <= NOBJECTS) { if (game.place[object] == CARRIED) return; game.place[object] = CARRIED; ++game.holdng; } if (game.atloc[where] == object) { game.atloc[where] = game.link[object]; return; } temp = game.atloc[where]; while (game.link[temp] != object) { temp = game.link[temp]; } game.link[temp] = game.link[object]; } void drop(long object, long where) /* Place an object at a given loc, prefixing it onto the game.atloc list. Decr * game.holdng if the object was being toted. */ { if (object > NOBJECTS) game.fixed[object - NOBJECTS] = where; else { if (game.place[object] == CARRIED) --game.holdng; game.place[object] = where; } if (where <= 0) return; game.link[object] = game.atloc[where]; game.atloc[where] = object; } long atdwrf(long where) /* Return the index of first dwarf at the given location, zero if no dwarf is * there (or if dwarves not active yet), -1 if all dwarves are dead. Ignore * the pirate (6th dwarf). */ { long at; at = 0; if (game.dflag < 2) return (at); at = -1; for (long i = 1; i <= NDWARVES - 1; i++) { if (game.dloc[i] == where) return i; if (game.dloc[i] != 0) at = 0; } return (at); } /* Utility routines (SETBIT, TSTBIT, set_seed, get_next_lcg_value, * randrange, RNDVOC) */ long setbit(long bit) /* Returns 2**bit for use in constructing bit-masks. */ { return (1L << bit); } bool tstbit(long 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 */ { game.lcg_x = (unsigned long) seedval % game.lcg_m; } unsigned long 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; return old_x; } long randrange(long range) /* Return a random integer from [0, range). */ { return range * get_next_lcg_value() / game.lcg_m; } 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'; } void datime(long* d, long* t) { struct timeval tv; gettimeofday(&tv, NULL); *d = (long) tv.tv_sec; *t = (long) tv.tv_usec; } // LCOV_EXCL_START void bug(enum bugtype num, const char *error_string) { fprintf(stderr, "Fatal error %d, %s.\n", num, error_string); exit(EXIT_FAILURE); } // LCOV_EXCL_STOP /* end */