772 lines
19 KiB
C
772 lines
19 KiB
C
/*
|
|
* I/O and support routines.
|
|
*
|
|
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include <ctype.h>
|
|
#include <editline/readline.h>
|
|
#include <inttypes.h>
|
|
#include <stdarg.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <sys/time.h>
|
|
#include <unistd.h>
|
|
|
|
#include "advent.h"
|
|
#include "dungeon.h"
|
|
|
|
static void *xcalloc(size_t size) {
|
|
void *ptr = calloc(size, 1);
|
|
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);
|
|
}
|
|
|
|
/* I/O routines (speak, pspeak, rspeak, sspeak, get_input, yes) */
|
|
|
|
static void vspeak(const char *msg, bool blank, va_list ap) {
|
|
/* Engine for various speak functions */
|
|
// 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;
|
|
}
|
|
|
|
if (blank == true) {
|
|
printf("\n");
|
|
}
|
|
|
|
int msglen = strlen(msg);
|
|
|
|
// Rendered string
|
|
ssize_t size = 2000; /* msglen > 50 ? msglen*2 : 100; */
|
|
char *rendered = xcalloc(size);
|
|
char *renderp = rendered;
|
|
|
|
// Handle format specifiers (including the custom %S) by
|
|
// adjusting the parameter accordingly, and replacing the
|
|
// specifier with %s.
|
|
bool pluralize = false;
|
|
for (int i = 0; i < msglen; i++) {
|
|
if (msg[i] != '%') {
|
|
/* Ugh. Least obtrusive way to deal with artifacts "on
|
|
* the floor" being dropped outside of both cave and
|
|
* building. */
|
|
if (strncmp(msg + i, "floor", 5) == 0 &&
|
|
strchr(" .", msg[i + 5]) && !INSIDE(game.loc)) {
|
|
strcpy(renderp, "ground");
|
|
renderp += 6;
|
|
i += 4;
|
|
size -= 5;
|
|
} else {
|
|
*renderp++ = msg[i];
|
|
size--;
|
|
}
|
|
} else {
|
|
i++;
|
|
// Integer specifier.
|
|
if (msg[i] == 'd') {
|
|
int32_t arg = va_arg(ap, int32_t);
|
|
int ret =
|
|
snprintf(renderp, size, "%" PRId32, arg);
|
|
if (ret < size) {
|
|
renderp += ret;
|
|
size -= ret;
|
|
}
|
|
pluralize = (arg != 1);
|
|
}
|
|
|
|
// Unmodified string specifier.
|
|
if (msg[i] == 's') {
|
|
char *arg = va_arg(ap, char *);
|
|
strncat(renderp, arg, size - 1);
|
|
size_t len = strlen(renderp);
|
|
renderp += len;
|
|
size -= len;
|
|
}
|
|
|
|
// Singular/plural specifier.
|
|
if (msg[i] == 'S') {
|
|
// look at the *previous* numeric parameter
|
|
if (pluralize) {
|
|
*renderp++ = 's';
|
|
size--;
|
|
}
|
|
}
|
|
|
|
// LCOV_EXCL_START - doesn't occur in test suite.
|
|
/* Version specifier */
|
|
if (msg[i] == 'V') {
|
|
strcpy(renderp, VERSION);
|
|
size_t len = strlen(VERSION);
|
|
renderp += len;
|
|
size -= len;
|
|
}
|
|
// LCOV_EXCL_STOP
|
|
}
|
|
}
|
|
*renderp = 0;
|
|
|
|
// Print the message.
|
|
printf("%s\n", rendered);
|
|
|
|
free(rendered);
|
|
}
|
|
|
|
void speak(const char *msg, ...) {
|
|
/* speak a specified string */
|
|
va_list ap;
|
|
va_start(ap, msg);
|
|
vspeak(msg, true, ap);
|
|
va_end(ap);
|
|
}
|
|
|
|
void sspeak(const int msg, ...) {
|
|
/* Speak a message from the arbitrary-messages list */
|
|
va_list ap;
|
|
va_start(ap, msg);
|
|
fputc('\n', stdout);
|
|
vprintf(arbitrary_messages[msg], ap);
|
|
fputc('\n', stdout);
|
|
va_end(ap);
|
|
}
|
|
|
|
void pspeak(vocab_t msg, enum speaktype mode, bool blank, int skip, ...) {
|
|
/* Find the skip+1st message from msg and print it. Modes are:
|
|
* feel = for inventory, what you can touch
|
|
* look = the full 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, blank, ap);
|
|
break;
|
|
case look:
|
|
vspeak(objects[msg].descriptions[skip], blank, ap);
|
|
break;
|
|
case hear:
|
|
vspeak(objects[msg].sounds[skip], blank, ap);
|
|
break;
|
|
case study:
|
|
vspeak(objects[msg].texts[skip], blank, ap);
|
|
break;
|
|
case change:
|
|
vspeak(objects[msg].changes[skip], blank, 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], true, ap);
|
|
va_end(ap);
|
|
}
|
|
|
|
void echo_input(FILE *destination, const char *input_prompt,
|
|
const char *input) {
|
|
size_t len = strlen(input_prompt) + strlen(input) + 1;
|
|
char *prompt_and_input = (char *)xcalloc(len);
|
|
strcpy(prompt_and_input, input_prompt);
|
|
strcat(prompt_and_input, input);
|
|
fprintf(destination, "%s\n", prompt_and_input);
|
|
free(prompt_and_input);
|
|
}
|
|
|
|
static int word_count(char *str) {
|
|
char delims[] = " \t";
|
|
int count = 0;
|
|
int inblanks = true;
|
|
|
|
for (char *s = str; *s; s++) {
|
|
if (inblanks) {
|
|
if (strchr(delims, *s) == 0) {
|
|
++count;
|
|
inblanks = false;
|
|
}
|
|
} else {
|
|
if (strchr(delims, *s) != 0) {
|
|
inblanks = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return (count);
|
|
}
|
|
|
|
static char *get_input(void) {
|
|
// Set up the prompt
|
|
char input_prompt[] = PROMPT;
|
|
if (!settings.prompt) {
|
|
input_prompt[0] = '\0';
|
|
}
|
|
|
|
// Print a blank line
|
|
printf("\n");
|
|
|
|
char *input;
|
|
for (;;) {
|
|
input = myreadline(input_prompt);
|
|
|
|
if (input == NULL) { // Got EOF; return with it.
|
|
return (input);
|
|
}
|
|
if (input[0] == '#') { // Ignore comments.
|
|
free(input);
|
|
continue;
|
|
}
|
|
// We have a 'normal' line; leave the loop.
|
|
break;
|
|
}
|
|
|
|
// Strip trailing newlines from the input
|
|
input[strcspn(input, "\n")] = 0;
|
|
|
|
add_history(input);
|
|
|
|
if (!isatty(0)) {
|
|
echo_input(stdout, input_prompt, input);
|
|
}
|
|
|
|
if (settings.logfp) {
|
|
echo_input(settings.logfp, "", input);
|
|
}
|
|
|
|
return (input);
|
|
}
|
|
|
|
bool silent_yes_or_no(void) {
|
|
bool outcome = false;
|
|
|
|
for (;;) {
|
|
char *reply = get_input();
|
|
if (reply == NULL) {
|
|
// LCOV_EXCL_START
|
|
// Should be unreachable. Reply should never be NULL
|
|
free(reply);
|
|
exit(EXIT_SUCCESS);
|
|
// LCOV_EXCL_STOP
|
|
}
|
|
if (strlen(reply) == 0) {
|
|
free(reply);
|
|
rspeak(PLEASE_ANSWER);
|
|
continue;
|
|
}
|
|
|
|
char *firstword = (char *)xcalloc(strlen(reply) + 1);
|
|
sscanf(reply, "%s", firstword);
|
|
|
|
free(reply);
|
|
|
|
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);
|
|
}
|
|
}
|
|
return (outcome);
|
|
}
|
|
|
|
bool yes_or_no(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. */
|
|
bool outcome = false;
|
|
|
|
for (;;) {
|
|
speak(question);
|
|
|
|
char *reply = get_input();
|
|
if (reply == NULL) {
|
|
// LCOV_EXCL_START
|
|
// Should be unreachable. Reply should never be NULL
|
|
free(reply);
|
|
exit(EXIT_SUCCESS);
|
|
// LCOV_EXCL_STOP
|
|
}
|
|
|
|
if (strlen(reply) == 0) {
|
|
free(reply);
|
|
rspeak(PLEASE_ANSWER);
|
|
continue;
|
|
}
|
|
|
|
char *firstword = (char *)xcalloc(strlen(reply) + 1);
|
|
sscanf(reply, "%s", firstword);
|
|
|
|
free(reply);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
return (outcome);
|
|
}
|
|
|
|
/* Data structure routines */
|
|
|
|
static 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 (strncasecmp(word, motions[i].words.strs[j],
|
|
TOKLEN) == 0 &&
|
|
(strlen(word) > 1 ||
|
|
strchr(ignore, word[0]) == NULL ||
|
|
!settings.oldstyle)) {
|
|
return (i);
|
|
}
|
|
}
|
|
}
|
|
// If execution reaches here, we didn't find the word.
|
|
return (WORD_NOT_FOUND);
|
|
}
|
|
|
|
static 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 (strncasecmp(word, objects[i].words.strs[j],
|
|
TOKLEN) == 0) {
|
|
return (i);
|
|
}
|
|
}
|
|
}
|
|
// If execution reaches here, we didn't find the word.
|
|
return (WORD_NOT_FOUND);
|
|
}
|
|
|
|
static 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 (strncasecmp(word, actions[i].words.strs[j],
|
|
TOKLEN) == 0 &&
|
|
(strlen(word) > 1 ||
|
|
strchr(ignore, word[0]) == NULL ||
|
|
!settings.oldstyle)) {
|
|
return (i);
|
|
}
|
|
}
|
|
}
|
|
// If execution reaches here, we didn't find the word.
|
|
return (WORD_NOT_FOUND);
|
|
}
|
|
|
|
static bool is_valid_int(const char *str) {
|
|
/* Returns true if the string passed in is represents a valid integer,
|
|
* that could then be parsed by atoi() */
|
|
// Handle negative number
|
|
if (*str == '-') {
|
|
++str;
|
|
}
|
|
|
|
// Handle empty string or just "-". Should never reach this
|
|
// point, because this is only used with transitive verbs.
|
|
if (!*str) {
|
|
return false; // LCOV_EXCL_LINE
|
|
}
|
|
|
|
// Check for non-digit chars in the rest of the string.
|
|
while (*str) {
|
|
if (!isdigit(*str)) {
|
|
return false;
|
|
} else {
|
|
++str;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void get_vocab_metadata(const char *word, vocab_t *id,
|
|
word_type_t *type) {
|
|
/* Check for an empty string */
|
|
if (strncmp(word, "", sizeof("")) == 0) {
|
|
*id = WORD_EMPTY;
|
|
*type = NO_WORD_TYPE;
|
|
return;
|
|
}
|
|
|
|
vocab_t ref_num;
|
|
|
|
ref_num = get_motion_vocab_id(word);
|
|
// Second conjunct is because the magic-word placeholder is a bit
|
|
// special
|
|
if (ref_num != WORD_NOT_FOUND) {
|
|
*id = ref_num;
|
|
*type = MOTION;
|
|
return;
|
|
}
|
|
|
|
ref_num = get_object_vocab_id(word);
|
|
if (ref_num != WORD_NOT_FOUND) {
|
|
*id = ref_num;
|
|
*type = OBJECT;
|
|
return;
|
|
}
|
|
|
|
ref_num = get_action_vocab_id(word);
|
|
if (ref_num != WORD_NOT_FOUND && ref_num != PART) {
|
|
*id = ref_num;
|
|
*type = ACTION;
|
|
return;
|
|
}
|
|
|
|
// Check for the reservoir magic word.
|
|
if (strcasecmp(word, game.zzword) == 0) {
|
|
*id = PART;
|
|
*type = ACTION;
|
|
return;
|
|
}
|
|
|
|
// Check words that are actually numbers.
|
|
if (is_valid_int(word)) {
|
|
*id = WORD_EMPTY;
|
|
*type = NUMERIC;
|
|
return;
|
|
}
|
|
|
|
*id = WORD_NOT_FOUND;
|
|
*type = NO_WORD_TYPE;
|
|
return;
|
|
}
|
|
|
|
static void tokenize(char *raw, command_t *cmd) {
|
|
/*
|
|
* Be careful about modifying this. We do not want to nuke the
|
|
* the speech part or ID from the previous turn.
|
|
*/
|
|
memset(&cmd->word[0].raw, '\0', sizeof(cmd->word[0].raw));
|
|
memset(&cmd->word[1].raw, '\0', sizeof(cmd->word[1].raw));
|
|
|
|
/* Bound prefix on the %s would be needed to prevent buffer
|
|
* overflow. but we shortstop this more simply by making each
|
|
* raw-input buffer as int as the entire input buffer. */
|
|
sscanf(raw, "%s%s", cmd->word[0].raw, cmd->word[1].raw);
|
|
|
|
/* (ESR) In oldstyle mode, simulate the uppercasing and truncating
|
|
* effect on raw tokens of packing them into sixbit characters, 5
|
|
* to a 32-bit word. This is something the FORTRAN version did
|
|
* because archaic FORTRAN had no string types. Don Wood's
|
|
* mechanical translation of 2.5 to C retained the packing and
|
|
* thus this misfeature.
|
|
*
|
|
* It's philosophically questionable whether this is the right
|
|
* thing to do even in oldstyle mode. On one hand, the text
|
|
* mangling was not authorial intent, but a result of limitations
|
|
* in their tools. On the other, not simulating this misbehavior
|
|
* goes against the goal of making oldstyle as accurate as
|
|
* possible an emulation of the original UI.
|
|
*/
|
|
if (settings.oldstyle) {
|
|
cmd->word[0].raw[TOKLEN + TOKLEN] =
|
|
cmd->word[1].raw[TOKLEN + TOKLEN] = '\0';
|
|
for (size_t i = 0; i < strlen(cmd->word[0].raw); i++) {
|
|
cmd->word[0].raw[i] = toupper(cmd->word[0].raw[i]);
|
|
}
|
|
for (size_t i = 0; i < strlen(cmd->word[1].raw); i++) {
|
|
cmd->word[1].raw[i] = toupper(cmd->word[1].raw[i]);
|
|
}
|
|
}
|
|
|
|
/* populate command with parsed vocabulary metadata */
|
|
get_vocab_metadata(cmd->word[0].raw, &(cmd->word[0].id),
|
|
&(cmd->word[0].type));
|
|
get_vocab_metadata(cmd->word[1].raw, &(cmd->word[1].id),
|
|
&(cmd->word[1].type));
|
|
cmd->state = TOKENIZED;
|
|
}
|
|
|
|
bool get_command_input(command_t *command) {
|
|
/* Get user input on stdin, parse and map to command */
|
|
char inputbuf[LINESIZE];
|
|
char *input;
|
|
|
|
for (;;) {
|
|
input = get_input();
|
|
if (input == NULL) {
|
|
return false;
|
|
}
|
|
if (word_count(input) > 2) {
|
|
rspeak(TWO_WORDS);
|
|
free(input);
|
|
continue;
|
|
}
|
|
if (strcmp(input, "") != 0) {
|
|
break;
|
|
}
|
|
free(input);
|
|
}
|
|
|
|
strncpy(inputbuf, input, LINESIZE - 1);
|
|
free(input);
|
|
|
|
tokenize(inputbuf, command);
|
|
|
|
#ifdef GDEBUG
|
|
/* Needs to stay synced with enum word_type_t */
|
|
const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION",
|
|
"NUMERIC"};
|
|
/* needs to stay synced with enum speechpart */
|
|
const char *roles[] = {"unknown", "intransitive", "transitive"};
|
|
printf(
|
|
"Command: role = %s type1 = %s, id1 = %d, type2 = %s, id2 = %d\n",
|
|
roles[command->part], types[command->word[0].type],
|
|
command->word[0].id, types[command->word[1].type],
|
|
command->word[1].id);
|
|
#endif
|
|
|
|
command->state = GIVEN;
|
|
return true;
|
|
}
|
|
|
|
void clear_command(command_t *cmd) {
|
|
/* Resets the state of the command to empty */
|
|
cmd->verb = ACT_NULL;
|
|
cmd->part = unknown;
|
|
game.oldobj = cmd->obj;
|
|
cmd->obj = NO_OBJECT;
|
|
cmd->state = EMPTY;
|
|
}
|
|
|
|
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.objects[object].place;
|
|
j = game.objects[object].fixed;
|
|
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. */
|
|
loc_t from;
|
|
|
|
if (object > NOBJECTS) {
|
|
from = game.objects[object - NOBJECTS].fixed;
|
|
} else {
|
|
from = game.objects[object].place;
|
|
}
|
|
/* (ESR) Used to check for !SPECIAL(from). I *think* that was wrong...
|
|
*/
|
|
if (from != LOC_NOWHERE && from != CARRIED) {
|
|
carry(object, from);
|
|
}
|
|
drop(object, where);
|
|
}
|
|
|
|
void put(obj_t object, loc_t where, int 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);
|
|
/* (ESR) Read this in combination with the macro defintions in advent.h.
|
|
*/
|
|
game.objects[object].prop = PROP_STASHIFY(pval);
|
|
#ifdef OBJECT_SET_SEEN
|
|
OBJECT_SET_SEEN(object);
|
|
#endif
|
|
}
|
|
|
|
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. */
|
|
int temp;
|
|
|
|
if (object <= NOBJECTS) {
|
|
if (game.objects[object].place == CARRIED) {
|
|
return;
|
|
}
|
|
game.objects[object].place = CARRIED;
|
|
|
|
/*
|
|
* Without this conditional your inventory is overcounted
|
|
* when you pick up the bird while it's caged. This fixes
|
|
* a cosmetic bug in the original.
|
|
*
|
|
* Possibly this check should be skipped whwn oldstyle is on.
|
|
*/
|
|
if (object != BIRD) {
|
|
++game.holdng;
|
|
}
|
|
}
|
|
if (game.locs[where].atloc == object) {
|
|
game.locs[where].atloc = game.link[object];
|
|
return;
|
|
}
|
|
temp = game.locs[where].atloc;
|
|
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. No state
|
|
* change on the object. */
|
|
if (object > NOBJECTS) {
|
|
game.objects[object - NOBJECTS].fixed = where;
|
|
} else {
|
|
if (game.objects[object].place == CARRIED) {
|
|
if (object != BIRD) {
|
|
/* The bird has to be weightless. This ugly
|
|
* hack (and the corresponding code in the carry
|
|
* function) brought to you by the fact that
|
|
* when the bird is caged, we need to be able to
|
|
* either 'take bird' or 'take cage' and have
|
|
* the right thing happen.
|
|
*/
|
|
--game.holdng;
|
|
}
|
|
}
|
|
game.objects[object].place = where;
|
|
}
|
|
if (where == LOC_NOWHERE || where == CARRIED) {
|
|
return;
|
|
}
|
|
game.link[object] = game.locs[where].atloc;
|
|
game.locs[where].atloc = object;
|
|
}
|
|
|
|
int 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). */
|
|
int at;
|
|
|
|
at = 0;
|
|
if (game.dflag < 2) {
|
|
return at;
|
|
}
|
|
at = -1;
|
|
for (int i = 1; i <= NDWARVES - 1; i++) {
|
|
if (game.dwarves[i].loc == where) {
|
|
return i;
|
|
}
|
|
if (game.dwarves[i].loc != 0) {
|
|
at = 0;
|
|
}
|
|
}
|
|
return at;
|
|
}
|
|
|
|
/* Utility routines (setbit, tstbit, set_seed, get_next_lcg_value,
|
|
* randrange) */
|
|
|
|
int setbit(int bit) {
|
|
/* Returns 2**bit for use in constructing bit-masks. */
|
|
return (1L << bit);
|
|
}
|
|
|
|
bool tstbit(int mask, int bit) {
|
|
/* Returns true if the specified bit is set in the mask. */
|
|
return (mask & (1 << bit)) != 0;
|
|
}
|
|
|
|
void set_seed(int32_t seedval) {
|
|
/* Set the LCG1 seed */
|
|
game.lcg_x = seedval % LCG_M;
|
|
if (game.lcg_x < 0) {
|
|
game.lcg_x = LCG_M + game.lcg_x;
|
|
}
|
|
// once seed is set, we need to generate the Z`ZZZ word
|
|
for (int i = 0; i < 5; ++i) {
|
|
game.zzword[i] = 'A' + randrange(26);
|
|
}
|
|
game.zzword[1] = '\''; // force second char to apostrophe
|
|
game.zzword[5] = '\0';
|
|
}
|
|
|
|
static int32_t get_next_lcg_value(void) {
|
|
/* Return the LCG's current value, and then iterate it. */
|
|
int32_t old_x = game.lcg_x;
|
|
game.lcg_x = (LCG_A * game.lcg_x + LCG_C) % LCG_M;
|
|
if (settings.debug) {
|
|
printf("# random %d\n", old_x); // LCOV_EXCL_LINE
|
|
}
|
|
return old_x;
|
|
}
|
|
|
|
int32_t randrange(int32_t range) {
|
|
/* Return a random integer from [0, range). */
|
|
return range * get_next_lcg_value() / LCG_M;
|
|
}
|
|
|
|
// 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
|
|
|
|
void state_change(obj_t obj, int state) {
|
|
/* Object must have a change-message list for this to be useful; only
|
|
* some do */
|
|
game.objects[obj].prop = state;
|
|
pspeak(obj, change, true, state);
|
|
}
|
|
|
|
/* end */
|