701 lines
19 KiB
C
701 lines
19 KiB
C
#include <unistd.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdarg.h>
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#include <sys/time.h>
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#include <ctype.h>
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#include <editline/readline.h>
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#include "advent.h"
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#include "dungeon.h"
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static void* xmalloc(size_t size)
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{
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void* ptr = malloc(size);
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if (ptr == NULL) {
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// LCOV_EXCL_START
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// exclude from coverage analysis because we can't simulate an out of memory error in testing
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fprintf(stderr, "Out of memory!\n");
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exit(EXIT_FAILURE);
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// LCOV_EXCL_STOP
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}
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return (ptr);
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}
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void packed_to_token(long packed, char token[TOKLEN + 1])
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{
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// The advent->ascii mapping.
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const char advent_to_ascii[] = {
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' ', '!', '"', '#', '$', '%', '&', '\'',
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'(', ')', '*', '+', ',', '-', '.', '/',
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'0', '1', '2', '3', '4', '5', '6', '7',
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'8', '9', ':', ';', '<', '=', '>', '?',
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'@', 'A', 'B', 'C', 'D', 'E', 'F', 'G',
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'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
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'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W',
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'X', 'Y', 'Z', '\0', '\0', '\0', '\0', '\0',
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};
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// Unpack and map back to ASCII.
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for (int i = 0; i < 5; ++i) {
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char advent = (packed >> i * 6) & 63;
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token[i] = advent_to_ascii[(int) advent];
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}
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// Ensure the last character is \0.
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token[5] = '\0';
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// Replace trailing whitespace with \0.
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for (int i = 4; i >= 0; --i) {
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if (token[i] == ' ' ||
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token[i] == '\t')
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token[i] = '\0';
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else
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break;
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}
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}
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long token_to_packed(const char token[])
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{
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const char ascii_to_advent[] = {
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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0, 1, 2, 3, 4, 5, 6, 7,
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8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23,
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24, 25, 26, 27, 28, 29, 30, 31,
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32, 33, 34, 35, 36, 37, 38, 39,
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40, 41, 42, 43, 44, 45, 46, 47,
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48, 49, 50, 51, 52, 53, 54, 55,
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56, 57, 58, 59, 60, 61, 62, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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63, 63, 63, 63, 63, 63, 63, 63,
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};
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size_t t_len = strlen(token);
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if (t_len > TOKLEN)
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t_len = TOKLEN;
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long packed = 0;
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for (size_t i = 0; i < t_len; ++i) {
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char mapped = ascii_to_advent[(int) toupper(token[i])];
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packed |= (mapped << (6 * i));
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}
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return (packed);
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}
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void tokenize(char* raw, struct command_t *cmd)
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{
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memset(cmd, '\0', sizeof(struct command_t));
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/* Bound prefix on the %s would be needed to prevent buffer
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* overflow. but we shortstop this more simply by making each
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* raw-input buffer as long as the enrire inout buffer. */
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sscanf(raw, "%s%s", cmd->raw1, cmd->raw2);
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// pack the substrings
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cmd->wd1 = token_to_packed(cmd->raw1);
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cmd->wd2 = token_to_packed(cmd->raw2);
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/* (ESR) In oldstyle mode, simulate the uppercasing and truncating
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* effect on raw tokens of packing them into sixbit characters, 5
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* to a 32-bit word. This is something the FORTRAN version did
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* becuse archaic FORTRAN had no string types. Don Wood's
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* mechanical translation of 2.5 to C retained the packing and
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* thus this misfeature.
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*
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* It's philosophically questionable whether this is the right
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* thing to do even in oldstyle mode. On one hand, the text
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* mangling was not authorial intent, but a result of limitations
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* in their tools. On the other, not simulating this misbehavior
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* goes against the goal of making oldstyle as accurate as
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* possible an emulation of the original UI.
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*/
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if (settings.oldstyle) {
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cmd->raw1[TOKLEN + TOKLEN] = cmd->raw2[TOKLEN + TOKLEN] = '\0';
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for (size_t i = 0; i < strlen(cmd->raw1); i++)
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cmd->raw1[i] = toupper(cmd->raw1[i]);
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for (size_t i = 0; i < strlen(cmd->raw2); i++)
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cmd->raw2[i] = toupper(cmd->raw2[i]);
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}
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}
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/* Hide the fact that wods are corrently packed longs */
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bool wordeq(token_t a, token_t b)
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{
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return a == b;
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}
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bool wordempty(token_t a)
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{
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return a == 0;
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}
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void wordclear(token_t *v)
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{
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*v = 0;
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}
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/* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
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void vspeak(const char* msg, bool blank, va_list ap)
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{
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// Do nothing if we got a null pointer.
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if (msg == NULL)
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return;
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// Do nothing if we got an empty string.
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if (strlen(msg) == 0)
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return;
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if (blank == true)
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printf("\n");
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int msglen = strlen(msg);
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// Rendered string
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ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
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char* rendered = xmalloc(size);
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char* renderp = rendered;
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// Handle format specifiers (including the custom %C, %L, %S) by
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// adjusting the parameter accordingly, and replacing the
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// specifier with %s.
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long previous_arg = 0;
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for (int i = 0; i < msglen; i++) {
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if (msg[i] != '%') {
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*renderp++ = msg[i];
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size--;
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} else {
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long arg = va_arg(ap, long);
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if (arg == -1)
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arg = 0; // LCOV_EXCL_LINE - don't think we can get here.
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i++;
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// Integer specifier. In order to accommodate the fact
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// that PARMS can have both legitimate integers *and*
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// packed tokens, stringify everything. Future work may
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// eliminate the need for this.
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if (msg[i] == 'd') {
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int ret = snprintf(renderp, size, "%ld", arg);
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if (ret < size) {
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renderp += ret;
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size -= ret;
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}
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}
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// Unmodified string specifier.
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if (msg[i] == 's') {
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packed_to_token(arg, renderp); /* unpack directly to destination */
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size_t len = strlen(renderp);
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renderp += len;
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size -= len;
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}
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// Singular/plural specifier.
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if (msg[i] == 'S') {
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if (previous_arg > 1) { // look at the *previous* parameter (which by necessity must be numeric)
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*renderp++ = 's';
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size--;
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}
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}
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/* Version specifier */
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if (msg[i] == 'V') {
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strcpy(renderp, VERSION);
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size_t len = strlen(VERSION);
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renderp += len;
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size -= len;
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}
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previous_arg = arg;
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}
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}
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*renderp = 0;
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// Print the message.
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printf("%s\n", rendered);
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free(rendered);
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}
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void speak(const char* msg, ...)
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{
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va_list ap;
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va_start(ap, msg);
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vspeak(msg, true, ap);
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va_end(ap);
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}
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void sspeak(const long msg, ...)
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{
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va_list ap;
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va_start(ap, msg);
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fputc('\n', stdout);
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vprintf(arbitrary_messages[msg], ap);
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fputc('\n', stdout);
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va_end(ap);
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}
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void pspeak(vocab_t msg, enum speaktype mode, int skip, bool blank, ...)
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/* Find the skip+1st message from msg and print it. Modes are:
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* feel = for inventory, what you can touch
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* look = the long description for the state the object is in
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* listen = the sound for the state the object is in
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* study = text on the object. */
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{
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va_list ap;
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va_start(ap, blank);
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switch (mode) {
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case touch:
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vspeak(objects[msg].inventory, blank, ap);
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break;
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case look:
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vspeak(objects[msg].descriptions[skip], blank, ap);
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break;
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case hear:
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vspeak(objects[msg].sounds[skip], blank, ap);
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break;
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case study:
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vspeak(objects[msg].texts[skip], blank, ap);
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break;
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case change:
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vspeak(objects[msg].changes[skip], blank, ap);
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break;
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}
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va_end(ap);
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}
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void rspeak(vocab_t i, ...)
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/* Print the i-th "random" message (section 6 of database). */
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{
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va_list ap;
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va_start(ap, i);
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vspeak(arbitrary_messages[i], true, ap);
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va_end(ap);
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}
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void echo_input(FILE* destination, const char* input_prompt, const char* input)
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{
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size_t len = strlen(input_prompt) + strlen(input) + 1;
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char* prompt_and_input = (char*) xmalloc(len);
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strcpy(prompt_and_input, input_prompt);
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strcat(prompt_and_input, input);
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fprintf(destination, "%s\n", prompt_and_input);
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free(prompt_and_input);
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}
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int word_count(char* str)
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{
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char delims[] = " \t";
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int count = 0;
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int inblanks = true;
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for (char *s = str; *s; s++)
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if (inblanks) {
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if (strchr(delims, *s) == 0) {
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++count;
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inblanks = false;
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}
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} else {
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if (strchr(delims, *s) != 0) {
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inblanks = true;
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}
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}
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return (count);
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}
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char* get_input()
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{
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// Set up the prompt
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char input_prompt[] = "> ";
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if (!settings.prompt)
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input_prompt[0] = '\0';
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// Print a blank line
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printf("\n");
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char* input;
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while (true) {
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input = readline(input_prompt);
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if (input == NULL) // Got EOF; return with it.
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return (input);
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else if (input[0] == '#') { // Ignore comments.
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free(input);
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continue;
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} else // We have a 'normal' line; leave the loop.
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break;
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}
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// Strip trailing newlines from the input
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input[strcspn(input, "\n")] = 0;
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add_history(input);
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if (!isatty(0))
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echo_input(stdout, input_prompt, input);
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if (settings.logfp)
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echo_input(settings.logfp, "", input);
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return (input);
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}
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bool silent_yes()
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{
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bool outcome;
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for (;;) {
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char* reply = get_input();
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if (reply == NULL) {
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// LCOV_EXCL_START
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// Should be unreachable. Reply should never be NULL
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free(reply);
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exit(EXIT_SUCCESS);
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// LCOV_EXCL_STOP
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}
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char* firstword = (char*) xmalloc(strlen(reply) + 1);
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sscanf(reply, "%s", firstword);
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free(reply);
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for (int i = 0; i < (int)strlen(firstword); ++i)
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firstword[i] = tolower(firstword[i]);
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int yes = strncmp("yes", firstword, sizeof("yes") - 1);
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int y = strncmp("y", firstword, sizeof("y") - 1);
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int no = strncmp("no", firstword, sizeof("no") - 1);
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int n = strncmp("n", firstword, sizeof("n") - 1);
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free(firstword);
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if (yes == 0 ||
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y == 0) {
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outcome = true;
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break;
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} else if (no == 0 ||
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n == 0) {
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outcome = false;
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break;
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} else
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rspeak(PLEASE_ANSWER);
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}
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return (outcome);
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}
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bool yes(const char* question, const char* yes_response, const char* no_response)
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/* Print message X, wait for yes/no answer. If yes, print Y and return true;
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* if no, print Z and return false. */
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{
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bool outcome;
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for (;;) {
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speak(question);
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char* reply = get_input();
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if (reply == NULL) {
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// LCOV_EXCL_START
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// Should be unreachable. Reply should never be NULL
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free(reply);
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exit(EXIT_SUCCESS);
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// LCOV_EXCL_STOP
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}
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char* firstword = (char*) xmalloc(strlen(reply) + 1);
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sscanf(reply, "%s", firstword);
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free(reply);
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for (int i = 0; i < (int)strlen(firstword); ++i)
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firstword[i] = tolower(firstword[i]);
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int yes = strncmp("yes", firstword, sizeof("yes") - 1);
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int y = strncmp("y", firstword, sizeof("y") - 1);
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int no = strncmp("no", firstword, sizeof("no") - 1);
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int n = strncmp("n", firstword, sizeof("n") - 1);
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free(firstword);
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if (yes == 0 ||
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y == 0) {
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speak(yes_response);
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outcome = true;
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break;
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} else if (no == 0 ||
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n == 0) {
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speak(no_response);
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outcome = false;
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break;
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} else
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rspeak(PLEASE_ANSWER);
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}
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return (outcome);
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}
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/* Data structure routines */
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int get_motion_vocab_id(const char* word)
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// Return the first motion number that has 'word' as one of its words.
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{
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for (int i = 0; i < NMOTIONS; ++i) {
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for (int j = 0; j < motions[i].words.n; ++j) {
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if (strcasecmp(word, motions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
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strchr(ignore, word[0]) == NULL ||
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!settings.oldstyle))
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return (i);
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}
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}
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// If execution reaches here, we didn't find the word.
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return (WORD_NOT_FOUND);
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}
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int get_object_vocab_id(const char* word)
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// Return the first object number that has 'word' as one of its words.
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{
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for (int i = 0; i < NOBJECTS + 1; ++i) { // FIXME: the + 1 should go when 1-indexing for objects is removed
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for (int j = 0; j < objects[i].words.n; ++j) {
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if (strcasecmp(word, objects[i].words.strs[j]) == 0)
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return (i);
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}
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}
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// If execution reaches here, we didn't find the word.
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return (WORD_NOT_FOUND);
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}
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int get_action_vocab_id(const char* word)
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// Return the first motion number that has 'word' as one of its words.
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{
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for (int i = 0; i < NACTIONS; ++i) {
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for (int j = 0; j < actions[i].words.n; ++j) {
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if (strcasecmp(word, actions[i].words.strs[j]) == 0 && (strlen(word) > 1 ||
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strchr(ignore, word[0]) == NULL ||
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!settings.oldstyle))
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return (i);
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}
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}
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// If execution reaches here, we didn't find the word.
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return (WORD_NOT_FOUND);
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}
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int get_special_vocab_id(const char* word)
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// Return the first special number that has 'word' as one of its words.
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{
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for (int i = 0; i < NSPECIALS; ++i) {
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for (int j = 0; j < specials[i].words.n; ++j) {
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if (strcasecmp(word, specials[i].words.strs[j]) == 0)
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return (i);
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}
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}
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// If execution reaches here, we didn't find the word.
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return (WORD_NOT_FOUND);
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}
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long get_vocab_id(const char* word)
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// Search the vocab categories in order for the supplied word.
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{
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/* Check for an empty string */
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if (strncmp(word, "", sizeof("")) == 0)
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return (WORD_EMPTY);
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long ref_num;
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/* FIXME: Magic numbers related to vocabulary */
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ref_num = get_motion_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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return MOTION_WORD(ref_num);
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ref_num = get_object_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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return OBJECT_WORD(ref_num);
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ref_num = get_action_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
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return ACTION_WORD(ref_num);
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ref_num = get_special_vocab_id(word);
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if (ref_num != WORD_NOT_FOUND)
|
|
return SPECIAL_WORD(ref_num);
|
|
|
|
// Check for the reservoir magic word.
|
|
if (strcasecmp(word, game.zzword) == 0)
|
|
return ACTION_WORD(PART);
|
|
|
|
return (WORD_NOT_FOUND);
|
|
}
|
|
|
|
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. */
|
|
{
|
|
loc_t i, j;
|
|
|
|
i = game.place[object];
|
|
j = game.fixed[object];
|
|
move(object, i);
|
|
move(object + NOBJECTS, j);
|
|
}
|
|
|
|
void move(obj_t object, loc_t 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(obj_t object, loc_t 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 STASHED(pval);
|
|
}
|
|
|
|
void carry(obj_t object, loc_t 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(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. */
|
|
{
|
|
if (object > NOBJECTS)
|
|
game.fixed[object - NOBJECTS] = where;
|
|
else {
|
|
if (game.place[object] == CARRIED)
|
|
--game.holdng;
|
|
game.place[object] = where;
|
|
}
|
|
if (where == LOC_NOWHERE ||
|
|
where == CARRIED)
|
|
return;
|
|
game.link[object] = game.atloc[where];
|
|
game.atloc[where] = object;
|
|
}
|
|
|
|
long atdwrf(loc_t 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) */
|
|
|
|
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;
|
|
|
|
// once seed is set, we need to generate the Z`ZZZ word
|
|
make_zzword(game.zzword);
|
|
}
|
|
|
|
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[TOKLEN + 1])
|
|
{
|
|
for (int i = 0; i < 5; ++i) {
|
|
zzword[i] = 'A' + randrange(26);
|
|
}
|
|
zzword[1] = '\''; // force second char to apostrophe
|
|
zzword[5] = '\0';
|
|
}
|
|
|
|
// 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 */
|
|
|
|
void state_change(obj_t obj, long 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);
|
|
}
|
|
|
|
/* end */
|