#include #include #include #include #include #include #include "advent.h" #include "database.h" #include "linenoise/linenoise.h" #include "newdb.h" char* xstrdup(const char* s) { char* ptr = strdup(s); if (ptr == NULL) { fprintf(stderr, "Out of memory!\n"); exit(EXIT_FAILURE); } return (ptr); } void packed_to_token(long packed, char token[6]) { // 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]; } // 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; } } /* I/O routines (SPEAK, PSPEAK, RSPEAK, SETPRM, GETIN, YES) */ void newspeak(const char* msg) { // 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"); // Create a copy of our string, so we can edit it. char* copy = xstrdup(msg); // Staging area for stringified parameters. char parameters[5][100]; // FIXME: to be replaced with dynamic allocation // Handle format specifiers (including the custom %C, %L, %S) by adjusting the parameter accordingly, and replacing the specifier with %s. int pi = 0; // parameter index for (int i = 0; i < (int)strlen(msg); ++i) { if (msg[i] == '%') { ++pi; // 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 + 1] == 'd') { copy[i + 1] = 's'; sprintf(parameters[pi], "%ld", PARMS[pi]); } // Unmodified string specifier. if (msg[i + 1] == 's') { packed_to_token(PARMS[pi], parameters[pi]); } // Singular/plural specifier. if (msg[i + 1] == 'S') { copy[i + 1] = 's'; if (PARMS[pi - 1] > 1) { // look at the *previous* parameter (which by necessity must be numeric) sprintf(parameters[pi], "%s", "s"); } else { sprintf(parameters[pi], "%s", ""); } } // All-lowercase specifier. if (msg[i + 1] == 'L') { copy[i + 1] = 's'; packed_to_token(PARMS[pi], parameters[pi]); for (int j = 0; j < (int)strlen(parameters[pi]); ++j) { parameters[pi][j] = tolower(parameters[pi][j]); } } // First char uppercase, rest lowercase. if (msg[i + 1] == 'C') { copy[i + 1] = 's'; packed_to_token(PARMS[pi], parameters[pi]); for (int j = 0; j < (int)strlen(parameters[pi]); ++j) { parameters[pi][j] = tolower(parameters[pi][j]); } parameters[pi][0] = toupper(parameters[pi][0]); } } } // Render the final string. char rendered[2000]; // FIXME: to be replaced with dynamic allocation sprintf(rendered, copy, parameters[1], parameters[2], parameters[3], parameters[4]); // FIXME: to be replaced with vsprintf() // Print the message. printf("%s\n", rendered); free(copy); } void PSPEAK(vocab_t msg, int skip) /* Find the skip+1st message from msg and print it. msg should be * the index of the inventory message for object. (INVEN+N+1 message * is game.prop=N message). */ { if (skip >= 0) newspeak(object_descriptions[msg].longs[skip]); else newspeak(object_descriptions[msg].inventory); } void RSPEAK(vocab_t i) /* Print the i-th "random" message (section 6 of database). */ { newspeak(arbitrary_messages[i]); } void SETPRM(long first, long p1, long p2) /* Stores parameters into the PRMCOM parms array for use by speak. P1 and P2 * are stored into PARMS(first) and PARMS(first+1). */ { if (first >= MAXPARMS) BUG(29); else { PARMS[first] = p1; PARMS[first + 1] = p2; } } bool GETIN(FILE *input, long *pword1, long *pword1x, long *pword2, long *pword2x) /* Get a command from the adventurer. Snarf out the first word, pad it with * blanks, and return it in WORD1. Chars 6 thru 10 are returned in WORD1X, in * case we need to print out the whole word in an error message. Any number of * blanks may follow the word. If a second word appears, it is returned in * WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */ { long junk; for (;;) { if (game.blklin) TYPE0(); if (!MAPLIN(input)) return false; *pword1 = GETTXT(true, true, true); if (game.blklin && *pword1 < 0) continue; *pword1x = GETTXT(false, true, true); do { junk = GETTXT(false, true, true); } while (junk > 0); *pword2 = GETTXT(true, true, true); *pword2x = GETTXT(false, true, true); do { junk = GETTXT(false, true, true); } while (junk > 0); if (GETTXT(true, true, true) <= 0) return true; RSPEAK(TWO_WORDS); } } long YES(FILE *input, vocab_t x, vocab_t y, vocab_t z) /* Print message X, wait for yes/no answer. If yes, print Y and return true; * if no, print Z and return false. */ { token_t reply, junk1, junk2, junk3; for (;;) { RSPEAK(x); GETIN(input, &reply, &junk1, &junk2, &junk3); if (reply == MAKEWD(250519) || reply == MAKEWD(25)) { RSPEAK(y); return true; } if (reply == MAKEWD(1415) || reply == MAKEWD(14)) { RSPEAK(z); return false; } RSPEAK(PLEASE_ANSWER); } } /* Line-parsing routines (GETTXT, MAKEWD, PUTTXT, SHFTXT, TYPE0) */ long GETTXT(bool skip, bool onewrd, bool upper) /* Take characters from an input line and pack them into 30-bit words. * Skip says to skip leading blanks. ONEWRD says stop if we come to a * blank. UPPER says to map all letters to uppercase. If we reach the * end of the line, the word is filled up with blanks (which encode as 0's). * If we're already at end of line when TEXT is called, we return -1. */ { long text; static long splitting = -1; if (LNPOSN != splitting) splitting = -1; text = -1; while (true) { if (LNPOSN > LNLENG) return (text); if ((!skip) || INLINE[LNPOSN] != 0) break; ++LNPOSN; } text = 0; for (int I = 1; I <= TOKLEN; I++) { text = text * 64; if (LNPOSN > LNLENG || (onewrd && INLINE[LNPOSN] == 0)) continue; char current = INLINE[LNPOSN]; if (current < ascii_to_advent['%']) { splitting = -1; if (upper && current >= ascii_to_advent['a']) current = current - 26; text = text + current; ++LNPOSN; continue; } if (splitting != LNPOSN) { text = text + ascii_to_advent['%']; splitting = LNPOSN; continue; } text = text + current - ascii_to_advent['%']; splitting = -1; ++LNPOSN; } return text; } token_t MAKEWD(long letters) /* Combine TOKLEN (currently 5) uppercase letters (represented by * pairs of decimal digits in lettrs) to form a 30-bit value matching * the one that GETTXT would return given those characters plus * trailing blanks. Caution: lettrs will overflow 31 bits if * 5-letter word starts with V-Z. As a kludgey workaround, you can * increment a letter by 5 by adding 50 to the next pair of * digits. */ { long i = 1, word = 0; for (long k = letters; k != 0; k = k / 100) { word = word + i * (MOD(k, 50) + 10); i = i * 64; if (MOD(k, 100) > 50)word = word + i * 5; } i = 64L * 64L * 64L * 64L * 64L / i; word = word * i; return word; } void TYPE0(void) /* Type a blank line. This procedure is provided as a convenience for callers * who otherwise have no use for MAPCOM. */ { long temp; temp = LNLENG; LNLENG = 0; TYPE(); LNLENG = temp; return; } /* Data structure routines */ long VOCAB(long id, long init) /* Look up ID in the vocabulary (ATAB) and return its "definition" (KTAB), or * -1 if not found. If INIT is positive, this is an initialisation call setting * up a keyword variable, and not finding it constitutes a bug. It also means * that only KTAB values which taken over 1000 equal INIT may be considered. * (Thus "STEPS", which is a motion verb as well as an object, may be located * as an object.) And it also means the KTAB value is taken modulo 1000. */ { long lexeme; for (long i = 1; i <= TABSIZ; i++) { if (KTAB[i] == -1) { lexeme = -1; if (init < 0) return (lexeme); BUG(5); } if (init >= 0 && KTAB[i] / 1000 != init) continue; if (ATAB[i] == id) { lexeme = KTAB[i]; if (init >= 0) lexeme = MOD(lexeme, 1000); return (lexeme); } } BUG(21); } 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 != 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, BUG) */ long SETBIT(long bit) /* Returns 2**bit for use in constructing bit-masks. */ { return (1 << 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; } long RNDVOC(long second, long force) /* Searches the vocabulary ATAB for a word whose second character is * char, and changes that word such that each of the other four * characters is a random letter. If force is non-zero, it is used * as the new word. Returns the new word. */ { long rnd = force; if (rnd == 0) { for (int i = 1; i <= 5; i++) { long j = 11 + randrange(26); if (i == 2) j = second; rnd = rnd * 64 + j; } } long div = 64L * 64L * 64L; for (int i = 1; i <= TABSIZ; i++) { if (MOD(ATAB[i] / div, 64L) == second) { ATAB[i] = rnd; break; } } return rnd; } void BUG(long num) /* The following conditions are currently considered fatal bugs. Numbers < 20 * are detected while reading the database; the others occur at "run time". * 0 Message line > 70 characters * 1 Null line in message * 2 Too many words of messages * 3 Too many travel options * 4 Too many vocabulary words * 5 Required vocabulary word not found * 6 Too many RTEXT messages * 7 Too many hints * 8 Location has cond bit being set twice * 9 Invalid section number in database * 10 Too many locations * 11 Too many class or turn messages * 20 Special travel (500>L>300) exceeds goto list * 21 Ran off end of vocabulary table * 22 Vocabulary type (N/1000) not between 0 and 3 * 23 Intransitive action verb exceeds goto list * 24 Transitive action verb exceeds goto list * 25 Conditional travel entry with no alternative * 26 Location has no travel entries * 27 Hint number exceeds goto list * 28 Invalid month returned by date function * 29 Too many parameters given to SETPRM */ { printf("Fatal error %ld. See source code for interpretation.\n", num); exit(0); } /* Machine dependent routines (MAPLIN, TYPE, SAVEIO) */ bool MAPLIN(FILE *fp) { bool eof; /* Read a line of input, from the specified input source. * This logic is complicated partly because it has to serve * several cases with different requirements and partly because * of a quirk in linenoise(). * * The quirk shows up when you paste a test log from the clipboard * to the program's command prompt. While fgets (as expected) * consumes it a line at a time, linenoise() returns the first * line and discards the rest. Thus, there needs to be an * editline (-s) option to fall back to fgets while still * prompting. Note that linenoise does behave properly when * fed redirected stdin. * * The logging is a bit of a mess because there are two distinct cases * in which you want to echo commands. One is when shipping them to * a log under the -l option, in which case you want to suppress * prompt generation (so test logs are unadorned command sequences). * On the other hand, if you redirected stdin and are feeding the program * a logfile, you *do* want prompt generation - it makes checkfiles * easier to read when the commands are marked by a preceding prompt. */ do { if (!editline) { if (prompt) fputs("> ", stdout); IGNORE(fgets(rawbuf, sizeof(rawbuf) - 1, fp)); eof = (feof(fp)); } else { char *cp = linenoise("> "); eof = (cp == NULL); if (!eof) { strncpy(rawbuf, cp, sizeof(rawbuf) - 1); linenoiseHistoryAdd(rawbuf); strncat(rawbuf, "\n", sizeof(rawbuf) - strlen(rawbuf) - 1); linenoiseFree(cp); } } } while (!eof && rawbuf[0] == '#'); if (eof) { if (logfp && fp == stdin) fclose(logfp); return false; } else { FILE *efp = NULL; if (logfp && fp == stdin) efp = logfp; else if (!isatty(0)) efp = stdout; if (efp != NULL) { if (prompt && efp == stdout) fputs("> ", efp); IGNORE(fputs(rawbuf, efp)); } strcpy(INLINE + 1, rawbuf); /* translate the chars to integers in the range 0-126 and store * them in the common array "INLINE". Integer values are as follows: * 0 = space [ASCII CODE 40 octal, 32 decimal] * 1-2 = !" [ASCII 41-42 octal, 33-34 decimal] * 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal] * 11-36 = upper-case letters * 37-62 = lower-case letters * 63 = percent (%) [ASCII 45 octal, 37 decimal] * 64-73 = digits, 0 through 9 * Remaining characters can be translated any way that is convenient; * The "TYPE" routine below is used to map them back to characters when * necessary. The above mappings are required so that certain special * characters are known to fit in 6 bits and/or can be easily spotted. * Array elements beyond the end of the line should be filled with 0, * and LNLENG should be set to the index of the last character. * * If the data file uses a character other than space (e.g., tab) to * separate numbers, that character should also translate to 0. * * This procedure may use the map1,map2 arrays to maintain static data for * the mapping. MAP2(1) is set to 0 when the program starts * and is not changed thereafter unless the routines on this page choose * to do so. */ LNLENG = 0; for (long i = 1; i <= (long)sizeof(INLINE) && INLINE[i] != 0; i++) { long val = INLINE[i]; INLINE[i] = ascii_to_advent[val]; if (INLINE[i] != 0) LNLENG = i; } LNPOSN = 1; return true; } } void TYPE(void) /* Type the first "LNLENG" characters stored in inline, mapping them * from integers to text per the rules described above. INLINE * may be changed by this routine. */ { long i; if (LNLENG == 0) { printf("\n"); return; } for (i = 1; i <= LNLENG; i++) { INLINE[i] = advent_to_ascii[(int) INLINE[i]]; } INLINE[LNLENG + 1] = 0; printf("%s\n", INLINE + 1); return; } void DATIME(long* d, long* t) { struct timeval tv; gettimeofday(&tv, NULL); *d = (long) tv.tv_sec; *t = (long) tv.tv_usec; } /* end */