scummvm/engines/glk/adrift/scparser.cpp
Orgad Shaneh 0111a08560 GLK: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00

1946 lines
53 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "glk/adrift/scare.h"
#include "glk/adrift/scprotos.h"
#include "glk/adrift/scgamest.h"
#include "glk/jumps.h"
namespace Glk {
namespace Adrift {
/*
* Module notes:
*
* o Some of the "finer" points of pattern matching in relation to "*"
* wildcards, and %text%, are unknown.
*
* o The inclusion of part or all of prefixes in %character% and %object%
* matching may be right; then again, it may not be.
*/
/* Assorted definitions and constants. */
static const sc_char NUL = '\0';
static const sc_char MINUS = '-';
static const sc_char PLUS = '+';
static const sc_char PERCENT = '%';
static const sc_char *const WHITESPACE = "\t\n\v\f\r ";
/* Pattern matching trace flag. */
static sc_bool uip_trace = FALSE;
/* Enumeration of tokens. TOK_NONE represents a non-occurring token. */
enum sc_uip_tok_t {
TOK_NONE = 0,
TOK_CHOICE, TOK_CHOICE_END, TOK_OPTIONAL, TOK_OPTIONAL_END,
TOK_ALTERNATES_SEPARATOR,
TOK_WILDCARD, TOK_WHITESPACE, TOK_WORD, TOK_VARIABLE,
TOK_CHARACTER_REFERENCE, TOK_OBJECT_REFERENCE, TOK_NUMBER_REFERENCE,
TOK_TEXT_REFERENCE, TOK_EOS
};
/*
* Small table tying token strings to tokens. Anything not whitespace and
* not caught by the table is a plain TOK_WORD.
*/
struct sc_uip_token_entry_t {
const sc_char *const name;
const sc_int length;
const sc_uip_tok_t token;
};
static const sc_uip_token_entry_t UIP_TOKENS[] = {
{"[", 1, TOK_CHOICE}, {"]", 1, TOK_CHOICE_END},
{"{", 1, TOK_OPTIONAL}, {"}", 1, TOK_OPTIONAL_END},
{"/", 1, TOK_ALTERNATES_SEPARATOR},
{"*", 1, TOK_WILDCARD},
{"%character%", 11, TOK_CHARACTER_REFERENCE},
{"%object%", 8, TOK_OBJECT_REFERENCE},
{"%number%", 8, TOK_NUMBER_REFERENCE},
{"%text%", 6, TOK_TEXT_REFERENCE},
{nullptr, 0, TOK_NONE}
};
/*
* Tokenizer variables. The temporary is used for keeping word token values.
* For improved performance, we'll set it to indicate a static buffer if
* short enough, otherwise it's allocated.
*/
static const sc_char *uip_pattern = nullptr;
static sc_int uip_index = 0;
static const sc_char *uip_token_value;
enum { UIP_ALLOCATION_AVOIDANCE_SIZE = 128 };
static sc_char uip_static_temporary[UIP_ALLOCATION_AVOIDANCE_SIZE];
static sc_char *uip_temporary = nullptr;
/*
* uip_tokenize_start()
* uip_tokenize_end()
*
* Start and wrap up pattern string tokenization.
*/
static void uip_tokenize_start(const sc_char *pattern) {
static sc_bool initialized = FALSE;
sc_int required;
/* On first call only, verify the string lengths in the table. */
if (!initialized) {
const sc_uip_token_entry_t *entry;
/* Compare table lengths with string lengths. */
for (entry = UIP_TOKENS; entry->name; entry++) {
if (entry->length != (sc_int) strlen(entry->name)) {
sc_fatal("uip_tokenize_start:"
" table string length is wrong for \"%s\"\n",
entry->name);
}
}
initialized = TRUE;
}
/* Save pattern, and restart index. */
uip_pattern = pattern;
uip_index = 0;
/* Set up temporary; static if long enough, otherwise allocated. */
required = strlen(pattern) + 1;
uip_temporary = (required > UIP_ALLOCATION_AVOIDANCE_SIZE)
? (sc_char *)sc_malloc(required) : uip_static_temporary;
}
static void uip_tokenize_end(void) {
/* Deallocate temporary if required, and clear pattern and index. */
if (uip_temporary != uip_static_temporary)
sc_free(uip_temporary);
uip_temporary = nullptr;
uip_pattern = nullptr;
uip_index = 0;
}
/*
* uip_next_token()
*
* Return the next token from the current pattern.
*/
static sc_uip_tok_t uip_next_token(void) {
const sc_uip_token_entry_t *entry;
sc_char close;
assert(uip_pattern);
/* Get next character, return EOS if at pattern end. */
if (uip_pattern[uip_index] == NUL) {
uip_token_value = nullptr;
return TOK_EOS;
}
/* If whitespace, skip it, then return a whitespace token. */
if (sc_isspace(uip_pattern[uip_index])) {
uip_index++;
while (sc_isspace(uip_pattern[uip_index])
&& uip_pattern[uip_index] != NUL)
uip_index++;
uip_token_value = nullptr;
return TOK_WHITESPACE;
}
/* Search the table for matching strings. */
for (entry = UIP_TOKENS; entry->name; entry++) {
if (strncmp(uip_pattern + uip_index, entry->name, entry->length) == 0)
break;
}
if (entry->name) {
/* Advance over string, and return token. */
uip_index += entry->length;
uip_token_value = nullptr;
return entry->token;
}
/*
* Search for a non-special variable reference. This is apparently an
* Adrift extension to the standard pattern match, allowing %user_var% to
* be used in patterns. If found, return a variable with the name as the
* token value. We can't interpolate the value into the string either
* here or earlier, so we have to save the variable's name, and retrieve
* it when we come to try the match.
*/
if (sscanf(uip_pattern + uip_index, "%%%[^%]%c", uip_temporary, &close) == 2
&& close == PERCENT) {
uip_index += strlen(uip_temporary) + 2;
uip_token_value = uip_temporary;
return TOK_VARIABLE;
}
/*
* Return a word. This is a contiguous run of non-pattern-special, non-
* whitespace, non-percent characters
*/
sscanf(uip_pattern + uip_index, "%[^][/{}*% \f\n\r\t\v]", uip_temporary);
uip_token_value = uip_temporary;
uip_index += strlen(uip_temporary);
return TOK_WORD;
}
/*
* uip_current_token_value()
*
* Return the token value of the current token. It is an error to call
* here if the current token is not a TOK_WORD or TOK_VARIABLE.
*/
static const sc_char *uip_current_token_value(void) {
/* If the token value is NULL, the current token isn't a word. */
if (!uip_token_value) {
sc_fatal("uip_current_token_value:"
" attempt to take undefined token value\n");
}
/* Return value. */
return uip_token_value;
}
/*
* Parsed pattern tree node definition. The tree is a left child, right
* sibling representation, with token type, and word at nodes of type TOK_WORD.
* NODE_UNUSED must be zero to ensure that the statically allocated array that
* forms the node pool appears initially as containing only unused nodes.
*/
enum sc_pttype_t {
NODE_UNUSED = 0,
NODE_CHOICE, NODE_OPTIONAL, NODE_WILDCARD, NODE_WHITESPACE,
NODE_CHARACTER_REFERENCE, NODE_OBJECT_REFERENCE, NODE_TEXT_REFERENCE,
NODE_NUMBER_REFERENCE, NODE_WORD, NODE_VARIABLE, NODE_LIST, NODE_EOS
};
struct sc_ptnode_s {
struct sc_ptnode_s *left_child;
struct sc_ptnode_s *right_sibling;
sc_pttype_t type;
sc_char *word;
sc_bool is_allocated;
};
typedef sc_ptnode_s sc_ptnode_t;
typedef sc_ptnode_t *sc_ptnoderef_t;
/* Predictive parser lookahead token. */
static sc_uip_tok_t uip_parse_lookahead = TOK_NONE;
/* Parse tree for cleanup, and forward declaration of pattern list parser. */
static sc_ptnoderef_t uip_parse_tree = nullptr;
/*
* Pool of statically allocated nodes, for faster allocations. Nodes are
* first allocated from here, then by straight malloc() if this pool is empty.
* An average game's peak node allocation seems to be around 40-50 nodes, so
* allowing 128 here should be plenty.
*/
enum { UIP_NODE_POOL_SIZE = 128 };
static sc_ptnode_t uip_node_pool[UIP_NODE_POOL_SIZE];
static sc_int uip_node_pool_cursor = 0;
static sc_int uip_node_pool_available = UIP_NODE_POOL_SIZE;
/*
* Words held at nodes are usually short (15 chars covers 95% of English), so
* to avoid a lot of small allocations we use a pool of short strings, used
* first, then by straight malloc() should the pool empty.
*/
enum { UIP_WORD_POOL_SIZE = 64, UIP_SHORT_WORD_SIZE = 16 };
struct sc_ptshortword_t {
sc_bool is_in_use;
sc_char word[UIP_SHORT_WORD_SIZE];
};
typedef sc_ptshortword_t *sc_ptshortwordref_t;
static sc_ptshortword_t uip_word_pool[UIP_WORD_POOL_SIZE];
static sc_int uip_word_pool_cursor = 0;
static sc_int uip_word_pool_available = UIP_WORD_POOL_SIZE;
// Forward declarations
static void uip_parse_list(CONTEXT, sc_ptnoderef_t list);
/*
* uip_parse_matc
*
* Match a token to the lookahead, then advance lookahead.
*/
static void uip_parse_match(CONTEXT, sc_uip_tok_t token) {
if (uip_parse_lookahead == token)
uip_parse_lookahead = uip_next_token();
else {
/* Syntax error. */
sc_error("uip_parse_match: syntax error, expected %ld, got %ld\n",
(sc_int) uip_parse_lookahead, (sc_int) token);
LONG_JUMP;
}
}
/*
* uip_new_word()
*
* Return a string containing a copy of the word. Uses a ring allocator to
* allocate initially from static storage, for performance. If this is
* exhausted, backs off to standard allocation.
*/
static sc_char *uip_new_word(const sc_char *word) {
sc_int required;
/*
* Unless the pool is empty, search forwards from the next cursor position
* until an unused slot is found, or until the index wraps to the cursor.
*/
required = strlen(word) + 1;
if (uip_word_pool_available > 0 && required <= UIP_SHORT_WORD_SIZE) {
sc_int index_;
sc_ptshortwordref_t shortword;
index_ = (uip_word_pool_cursor + 1) % UIP_WORD_POOL_SIZE;
while (index_ != uip_word_pool_cursor) {
if (!uip_word_pool[index_].is_in_use)
break;
index_ = (index_ + 1) % UIP_WORD_POOL_SIZE;
}
if (uip_word_pool[index_].is_in_use)
sc_fatal("uip_new_word: no free slot found in the words pool\n");
/* Use the slot and update the pool cursor and free count. */
shortword = uip_word_pool + index_;
strcpy(shortword->word, word);
shortword->is_in_use = TRUE;
uip_word_pool_cursor = index_;
uip_word_pool_available--;
/* Return the address of the copied string. */
return shortword->word;
} else {
sc_char *word_copy;
/* Fall back to less efficient allocations. */
word_copy = (sc_char *)sc_malloc(required);
strcpy(word_copy, word);
return word_copy;
}
}
/*
* uip_free_word()
*
* If the word was allocated, free its memory; if not, find its short word
* pool entry and return it to the pool.
*/
static void uip_free_word(sc_char *word) {
const sc_char *first_in_pool, *last_in_pool;
/* Obtain the range of valid addresses for words from the word pool. */
first_in_pool = uip_word_pool[0].word;
last_in_pool = uip_word_pool[UIP_WORD_POOL_SIZE - 1].word;
/* If from the pool, mark the entry as no longer in use, otherwise free. */
if (word >= first_in_pool && word <= last_in_pool) {
sc_int index_;
sc_ptshortwordref_t shortword;
/*
* Calculate the index to the word pool entry from which this short
* word was allocated.
*/
index_ = (word - first_in_pool) / sizeof(uip_word_pool[0]);
shortword = uip_word_pool + index_;
assert(shortword->word == word);
shortword->is_in_use = FALSE;
uip_word_pool_available++;
} else
sc_free(word);
}
/*
* uip_new_node()
*
* Create a new node, populated with an initial type. Uses a ring allocator
* to allocate initially from static storage, for performance. If this is
* exhausted, backs off to standard allocation.
*/
static sc_ptnoderef_t uip_new_node(sc_pttype_t type) {
sc_ptnoderef_t node;
/*
* Unless the pool is empty, search forwards from the next cursor position
* until an unused slot is found, or until the index wraps to the cursor.
*/
if (uip_node_pool_available > 0) {
sc_int index_;
index_ = (uip_node_pool_cursor + 1) % UIP_NODE_POOL_SIZE;
while (index_ != uip_node_pool_cursor) {
if (uip_node_pool[index_].type == NODE_UNUSED)
break;
index_ = (index_ + 1) % UIP_NODE_POOL_SIZE;
}
if (uip_node_pool[index_].type != NODE_UNUSED)
sc_fatal("uip_new_node: no free slot found in the nodes pool\n");
/* Use the slot and update the pool cursor and free count. */
node = uip_node_pool + index_;
node->is_allocated = FALSE;
uip_node_pool_cursor = index_;
uip_node_pool_available--;
} else {
/* Fall back to less efficient allocations. */
node = (sc_ptnoderef_t)sc_malloc(sizeof(*node));
node->is_allocated = TRUE;
}
/* Fill in the remaining fields and return the new node. */
node->left_child = nullptr;
node->right_sibling = nullptr;
node->type = type;
node->word = nullptr;
return node;
}
/*
* uip_destroy_node()
*
* Destroy a node, and any allocated word memory. If the node was allocated,
* free its memory; if not, return it to the pool.
*/
static void uip_destroy_node(sc_ptnoderef_t node) {
/* Free any word contained at this node. */
if (node->word)
uip_free_word(node->word);
/*
* If the node was allocated, poison memory and free it. If it came from
* the node pool, set it to unused and update the availability count for
* the pool.
*/
if (node->is_allocated) {
memset(node, 0xaa, sizeof(*node));
sc_free(node);
} else {
node->type = NODE_UNUSED;
uip_node_pool_available++;
}
}
/*
* uip_parse_new_list()
* uip_parse_alternatives()
*
* Parse a set of .../.../... alternatives for choices and optionals. The
* first function is a helper, returning a newly constructed parsed list.
*/
static sc_ptnoderef_t uip_parse_new_list(CONTEXT) {
sc_ptnoderef_t list;
/* Create a new list node, parse into it, and return it. */
list = uip_new_node(NODE_LIST);
R0CALL1(uip_parse_list, list);
return list;
}
static void uip_parse_alternatives(CONTEXT, sc_ptnoderef_t node) {
sc_ptnoderef_t child;
/* Parse initial alternative, then add other listed alternatives. */
FUNC0(uip_parse_new_list, node->left_child);
child = node->left_child;
while (uip_parse_lookahead == TOK_ALTERNATES_SEPARATOR) {
CALL1(uip_parse_match, TOK_ALTERNATES_SEPARATOR);
FUNC0(uip_parse_new_list, child->right_sibling);
child = child->right_sibling;
}
}
/*
* uip_parse_element()
*
* Parse a single pattern element.
*/
static sc_ptnoderef_t uip_parse_element(CONTEXT) {
sc_ptnoderef_t node = nullptr;
sc_uip_tok_t token;
/* Handle pattern element based on lookahead token. */
switch (uip_parse_lookahead) {
case TOK_WHITESPACE:
R0CALL1(uip_parse_match, TOK_WHITESPACE);
node = uip_new_node(NODE_WHITESPACE);
break;
case TOK_CHOICE:
/* Parse a [...[/.../...]] choice. */
R0CALL1(uip_parse_match, TOK_CHOICE);
node = uip_new_node(NODE_CHOICE);
R0CALL1(uip_parse_alternatives, node);
R0CALL1(uip_parse_match, TOK_CHOICE_END);
break;
case TOK_OPTIONAL:
/* Parse a {...[/.../...]} optional element. */
R0CALL1(uip_parse_match, TOK_OPTIONAL);
node = uip_new_node(NODE_OPTIONAL);
R0CALL1(uip_parse_alternatives, node);
R0CALL1(uip_parse_match, TOK_OPTIONAL_END);
break;
case TOK_WILDCARD:
case TOK_CHARACTER_REFERENCE:
case TOK_OBJECT_REFERENCE:
case TOK_NUMBER_REFERENCE:
case TOK_TEXT_REFERENCE:
/* Parse %mumble% references and * wildcards. */
token = uip_parse_lookahead;
R0CALL1(uip_parse_match, token);
switch (token) {
case TOK_WILDCARD:
node = uip_new_node(NODE_WILDCARD);
break;
case TOK_CHARACTER_REFERENCE:
node = uip_new_node(NODE_CHARACTER_REFERENCE);
break;
case TOK_OBJECT_REFERENCE:
node = uip_new_node(NODE_OBJECT_REFERENCE);
break;
case TOK_NUMBER_REFERENCE:
node = uip_new_node(NODE_NUMBER_REFERENCE);
break;
case TOK_TEXT_REFERENCE:
node = uip_new_node(NODE_TEXT_REFERENCE);
break;
default:
sc_fatal("uip_parse_element: invalid token, %ld\n", (sc_int) token);
}
break;
case TOK_WORD: {
const sc_char *token_value;
sc_char *word;
/* Take a copy of the token's word value. */
token_value = uip_current_token_value();
word = uip_new_word(token_value);
/* Store details in a word node. */
R0CALL1(uip_parse_match, TOK_WORD);
node = uip_new_node(NODE_WORD);
node->word = word;
break;
}
case TOK_VARIABLE: {
const sc_char *token_value;
sc_char *name;
/* Take a copy of the token's variable name value. */
token_value = uip_current_token_value();
name = uip_new_word(token_value);
/* Store details in a variable node, overloading word. */
R0CALL1(uip_parse_match, TOK_VARIABLE);
node = uip_new_node(NODE_VARIABLE);
node->word = name;
break;
}
default:
/* Syntax error. */
sc_error("uip_parse_element: syntax error,"
" unexpected token, %ld\n", (sc_int) uip_parse_lookahead);
LONG_JUMP0;
}
/* Return the newly created node. */
assert(node);
return node;
}
/*
* uip_parse_list()
*
* Parse a list of pattern elements.
*/
static void uip_parse_list(CONTEXT, sc_ptnoderef_t list) {
sc_ptnoderef_t child, node;
/* Add elements until a list terminator token is encountered. */
child = list;
while (TRUE) {
switch (uip_parse_lookahead) {
case TOK_CHOICE_END:
case TOK_OPTIONAL_END:
case TOK_ALTERNATES_SEPARATOR:
/* Terminate list building and return. */
return;
case TOK_EOS:
/* Place EOS at the appropriate link and return. */
node = uip_new_node(NODE_EOS);
if (child == list)
child->left_child = node;
else
child->right_sibling = node;
return;
default:
/* Add the next node at the appropriate link. */
FUNC0(uip_parse_element, node);
if (child == list) {
child->left_child = node;
child = child->left_child;
} else {
/*
* Make a special case of a choice or option next to another
* choice or option. In this case, add an (invented) whitespace
* node, to ensure a match with suitable input.
*/
if ((child->type == NODE_OPTIONAL || child->type == NODE_CHOICE)
&& (node->type == NODE_OPTIONAL || node->type == NODE_CHOICE)) {
sc_ptnoderef_t whitespace;
/* Interpose invented whitespace. */
whitespace = uip_new_node(NODE_WHITESPACE);
child->right_sibling = whitespace;
child = child->right_sibling;
}
child->right_sibling = node;
child = child->right_sibling;
}
continue;
}
}
}
/*
* uip_destroy_tree()
*
* Free and destroy a parsed pattern tree.
*/
static void uip_destroy_tree(sc_ptnoderef_t node) {
if (node) {
/* Recursively destroy siblings, then left child. */
uip_destroy_tree(node->right_sibling);
uip_destroy_tree(node->left_child);
/* Destroy the node itself. */
uip_destroy_node(node);
}
}
/*
* uip_debug_dump_node()
* uip_debug_dump()
*
* Print out a pattern match tree.
*/
static void uip_debug_dump_node(sc_ptnoderef_t node, sc_int depth) {
/* End recursion on null node. */
if (node) {
sc_int index_;
sc_trace(" ");
for (index_ = 0; index_ < depth; index_++)
sc_trace(" ");
sc_trace("%p", (void *) node);
switch (node->type) {
case NODE_CHOICE:
sc_trace(", choice");
break;
case NODE_OPTIONAL:
sc_trace(", optional");
break;
case NODE_WILDCARD:
sc_trace(", wildcard");
break;
case NODE_WHITESPACE:
sc_trace(", whitespace");
break;
case NODE_CHARACTER_REFERENCE:
sc_trace(", character");
break;
case NODE_OBJECT_REFERENCE:
sc_trace(", object");
break;
case NODE_TEXT_REFERENCE:
sc_trace(", text");
break;
case NODE_NUMBER_REFERENCE:
sc_trace(", number");
break;
case NODE_WORD:
sc_trace(", word \"%s\"", node->word);
break;
case NODE_VARIABLE:
sc_trace(", variable \"%s\"", node->word);
break;
case NODE_LIST:
sc_trace(", list");
break;
case NODE_EOS:
sc_trace(", <eos>");
break;
default:
sc_trace(", unknown type %ld", (sc_int) node->type);
break;
}
if (node->left_child)
sc_trace(", left child %p", (void *) node->left_child);
if (node->right_sibling)
sc_trace(", right sibling %p", (void *) node->right_sibling);
sc_trace("\n");
/* Recursively dump left child, then siblings. */
uip_debug_dump_node(node->left_child, depth + 1);
uip_debug_dump_node(node->right_sibling, depth);
}
}
static void uip_debug_dump(void) {
sc_trace("UIParser: debug dump follows...\n");
if (uip_parse_tree) {
sc_trace("uip_parse_tree = {\n");
uip_debug_dump_node(uip_parse_tree, 0);
sc_trace("}\n");
} else
sc_trace("uip_parse_tree = (nil)\n");
}
/* String matching variables. */
static const sc_char *uip_string = nullptr;
static sc_int uip_posn = 0;
static sc_gameref_t uip_game = nullptr;
/*
* uip_match_start()
* uip_match_end()
*
* Set up a string for matching to a pattern tree, and wrap up matching.
*/
static void uip_match_start(const sc_char *string, sc_gameref_t game) {
/* Save string, and restart index. */
uip_string = string;
uip_posn = 0;
/* Save the game we're working on. */
uip_game = game;
}
static void uip_match_end(void) {
/* Clear match target string, and variable set. */
uip_string = nullptr;
uip_posn = 0;
uip_game = nullptr;
}
/*
* uip_get_game()
*
* Safety wrapper to ensure module code sees a valid game when it requires
* one.
*/
static sc_gameref_t uip_get_game(void) {
assert(gs_is_game_valid(uip_game));
return uip_game;
}
/* Forward declaration of low level node matcher. */
static sc_bool uip_match_node(sc_ptnoderef_t node);
/*
* uip_match_eos()
* uip_match_word()
* uip_match_variable()
* uip_match_whitespace()
* uip_match_list()
* uip_match_alternatives()
* uip_match_choice()
* uip_match_optional()
* uip_match_wildcard()
*
* Text element and list/choice element match functions. Return TRUE, and
* advance position if necessary, on match, FALSE on no match, with position
* unchanged.
*/
static sc_bool uip_match_eos(void) {
/* Check that we hit the string's end. */
return uip_string[uip_posn] == NUL;
}
static sc_bool uip_match_word(sc_ptnoderef_t node) {
sc_int length;
const sc_char *word;
/* Get the word to match. */
assert(node->word);
word = node->word;
/* Compare string text with this node's word, ignore case. */
length = strlen(word);
if (sc_strncasecmp(uip_string + uip_posn, word, length) == 0) {
/* Word match, advance position and return. */
uip_posn += length;
return TRUE;
}
/* No match. */
return FALSE;
}
static sc_bool uip_match_variable(sc_ptnoderef_t node) {
const sc_gameref_t game = uip_get_game();
const sc_var_setref_t vars = gs_get_vars(game);
sc_int type;
sc_vartype_t vt_rvalue;
const sc_char *name;
/* Get the variable name to match, from overloaded word. */
assert(node->word);
name = node->word;
/* Get the variable's value. */
if (var_get(vars, name, &type, &vt_rvalue)) {
sc_int length;
/* Compare the value against the current string position. */
switch (type) {
case VAR_INTEGER: {
sc_char value[32];
/* Compare numeric against the current string position. */
sprintf(value, "%ld", vt_rvalue.integer);
length = strlen(value);
if (strncmp(uip_string + uip_posn, value, length) == 0) {
/* Integer match, advance position and return. */
uip_posn += length;
return TRUE;
}
break;
}
case VAR_STRING:
/* Compare string value against the current string position. */
length = strlen(vt_rvalue.string);
if (sc_strncasecmp(uip_string + uip_posn,
vt_rvalue.string, length) == 0) {
/* String match, advance position and return. */
uip_posn += length;
return TRUE;
}
break;
default:
sc_fatal("uip_match_variable: invalid variable type, %ld\n", type);
}
}
/* No match, or no such variable. */
return FALSE;
}
static sc_bool uip_match_whitespace(void) {
/* If next character is space, read whitespace and return. */
if (sc_isspace(uip_string[uip_posn])) {
/* Space match, advance position and return. */
while (uip_string[uip_posn] != NUL && sc_isspace(uip_string[uip_posn]))
uip_posn++;
return TRUE;
}
/*
* No match. However, if we're trying to match space, this is a word
* boundary. So... even though we're not sitting on a space, if the string
* prior character is whitespace, "double-match" the space.
*
* Also, match if we haven't yet matched any text. In effect, this means
* leading spaces on patterns will be ignored.
*
* TODO Is this what we want to happen? It seems harmless, even useful.
*/
if (uip_posn == 0 || sc_isspace(uip_string[uip_posn - 1]))
return TRUE;
/*
* And that's not all. We also want to match whitespace if we're at the end
* of a string (another word boundary). This will permit patterns that end
* in optional elements to succeed since options and wildcards always match,
* even if to no text.
*/
if (uip_string[uip_posn] == NUL)
return TRUE;
/* No match. Really. */
return FALSE;
}
static sc_bool uip_match_list(sc_ptnoderef_t node) {
sc_ptnoderef_t child;
/*
* If this list is empty, fail the match. This special-case handling is
* what catches constructed temporary lists for wildcard-like items that
* don't actually encompass anything.
*/
if (!node->left_child)
return FALSE;
/* Match everything listed sequentially. */
for (child = node->left_child; child; child = child->right_sibling) {
if (!uip_match_node(child)) {
/* No match. */
return FALSE;
}
}
/* Matched. */
return TRUE;
}
static sc_bool uip_match_alternatives(sc_ptnoderef_t node) {
sc_ptnoderef_t child;
sc_int start_posn, extent;
sc_bool matched;
/* Note the start position for rewind between tries. */
start_posn = uip_posn;
/*
* Try a match on each of the children, looking to see which one moves the
* position on the furthest. Match on this one. This is a "maximal munch".
*/
extent = uip_posn;
matched = FALSE;
for (child = node->left_child; child; child = child->right_sibling) {
uip_posn = start_posn;
if (uip_match_node(child)) {
/* Matched. */
matched = TRUE;
if (uip_posn > extent)
extent = uip_posn;
}
}
/* If matched, set position to extent; if not, back to start. */
uip_posn = matched ? extent : start_posn;
/* Return match status. */
return matched;
}
static sc_bool uip_match_choice(sc_ptnoderef_t node) {
/*
* Return the result of matching alternatives. The choice will therefore
* fail if none of the alternatives match.
*/
return uip_match_alternatives(node);
}
static sc_bool uip_match_optional(sc_ptnoderef_t node) {
sc_int start_posn;
sc_ptnoderef_t list;
sc_bool matched;
/* Note the start position for rewind on empty match. */
start_posn = uip_posn;
/*
* Look ahead to see if we can match to nothing, and still have the main
* pattern match. If we can, we'll go with this. It's a "minimal munch"-ish
* strategy, but seems to be what Adrift does in this situation.
*/
list = uip_new_node(NODE_LIST);
list->left_child = node->right_sibling;
/* Match on the temporary list. */
matched = uip_match_node(list);
/* Free the temporary list node. */
uip_destroy_node(list);
/*
* If the temporary matched and consumed text, rewind position to match
* nothing. If it didn't, match alternatives to consume anything that may
* match our options.
*/
if (matched && uip_posn > start_posn)
uip_posn = start_posn;
else
uip_match_alternatives(node);
/* Return TRUE no matter what. */
return TRUE;
}
static sc_bool uip_match_wildcard(sc_ptnoderef_t node) {
sc_int start_posn, limit, index_;
sc_bool matched;
sc_ptnoderef_t list;
/*
* At least one game uses patterns like "thing******...". Why? Who knows.
* But if we're in a list of wildcards, and not the first, ignore the call;
* only the final one needs handling.
*/
if (node->right_sibling && node->right_sibling->type == NODE_WILDCARD)
return TRUE;
/* Note the start position for rewind on no match. */
start_posn = uip_posn;
/*
* To make life a little easier, we'll match on the tree to the right of
* this node by constructing a temporary list node, containing stuff to the
* right of the wildcard, and then matching on that.
*/
list = uip_new_node(NODE_LIST);
list->left_child = node->right_sibling;
/*
* Repeatedly try to match the rest of the tree at successive character
* positions, and stop if we succeed. This is a "minimal munch", which may
* or may not be the right thing to be doing here.
*
* When scanning forward, take care to include the NUL, needed to match
* TOK_EOS.
*/
matched = FALSE;
limit = strlen(uip_string) + 1;
for (index_ = uip_posn + 1; index_ < limit; index_++) {
uip_posn = index_;
if (uip_match_node(list)) {
/* Wildcard match at this point. */
uip_posn = index_;
matched = TRUE;
break;
}
}
/* Free the temporary list node. */
uip_destroy_node(list);
/* If we didn't match in the loop, restore position. */
if (!matched)
uip_posn = start_posn;
/* Return TRUE whether we matched text or not. */
return TRUE;
}
/*
* uip_match_number()
* uip_match_text()
*
* Attempt to match a number, or a word, from the string.
*/
static sc_bool uip_match_number(void) {
const sc_gameref_t game = uip_get_game();
const sc_var_setref_t vars = gs_get_vars(game);
sc_int number;
/* Attempt to read a number from input. */
if (sscanf(uip_string + uip_posn, "%ld", &number) == 1) {
/* Advance position over the number. */
while (uip_string[uip_posn] == MINUS || uip_string[uip_posn] == PLUS)
uip_posn++;
while (sc_isdigit(uip_string[uip_posn]))
uip_posn++;
/* Set number reference in variables and return. */
var_set_ref_number(vars, number);
return TRUE;
}
/* No match. */
return FALSE;
}
static sc_bool uip_match_text(sc_ptnoderef_t node) {
const sc_gameref_t game = uip_get_game();
const sc_var_setref_t vars = gs_get_vars(game);
sc_int start_posn, limit, index_;
sc_bool matched;
sc_ptnoderef_t list;
/* Note the start position for rewind on no match. */
start_posn = uip_posn;
/*
* As with wildcards, create a temporary list of the stuff to the right of
* the reference node, and match on that.
*/
list = uip_new_node(NODE_LIST);
list->left_child = node->right_sibling;
/*
* Again, as with wildcards, repeatedly try to match the rest of the tree at
* successive character positions, stopping if we succeed.
*/
matched = FALSE;
limit = strlen(uip_string) + 1;
for (index_ = uip_posn + 1; index_ < limit; index_++) {
uip_posn = index_;
if (uip_match_node(list)) {
/* Text reference match at this point. */
uip_posn = index_;
matched = TRUE;
break;
}
}
/* Free the temporary list node. */
uip_destroy_node(list);
/* See if we found a match in the loop. */
if (matched) {
sc_char *string;
/* Found a match; create a string and save the text. */
string = (sc_char *)sc_malloc(uip_posn - start_posn + 1);
memcpy(string, uip_string + start_posn, uip_posn - start_posn);
string[uip_posn - start_posn] = NUL;
/*
* Adrift seems to save referenced text as all-lowercase; we need to do
* the same.
*/
for (index_ = 0; string[index_] != NUL; index_++)
string[index_] = sc_tolower(string[index_]);
var_set_ref_text(vars, string);
sc_free(string);
/* Return TRUE since we matched text. */
return TRUE;
} else {
/* We didn't match in the loop; restore position. */
uip_posn = start_posn;
/* Return FALSE on no match. */
return FALSE;
}
}
/*
* uip_skip_article()
*
* Skip over any "a"/"an"/"the"/"some" at the head of a string. Helper for
* %character% and %object% matchers. Returns the revised string position.
*/
static sc_int uip_skip_article(const sc_char *string, sc_int start) {
sc_int posn;
/* Skip over articles. */
posn = start;
if (sc_compare_word(string + posn, "a", 1))
posn += 1;
else if (sc_compare_word(string + posn, "an", 2))
posn += 2;
else if (sc_compare_word(string + posn, "the", 3))
posn += 3;
else if (sc_compare_word(string + posn, "some", 4))
posn += 4;
/* Skip any whitespace, and return. */
while (sc_isspace(string[posn]) && string[posn] != NUL)
posn++;
return posn;
}
/*
* uip_compare_reference()
*
* Helper for %character% and %object% matchers. Matches multiple words
* if necessary, at the current position. Returns zero if the string
* didn't match, otherwise the length of the current position that matched
* the words passed in (the new value of uip_posn on match).
*/
static sc_int uip_compare_reference(const sc_char *words) {
sc_int wpos, posn;
/* Skip articles and lead in space on words and string. */
wpos = uip_skip_article(words, 0);
posn = uip_skip_article(uip_string, uip_posn);
/* Match characters from words with the string at position. */
while (TRUE) {
/* Any character mismatch means no words match. */
if (sc_tolower(words[wpos]) != sc_tolower(uip_string[posn]))
return 0;
/* Move to next character in each. */
wpos++;
posn++;
/*
* If at space, advance over whitespace in words list. Stop when we
* hit the end of the words list.
*/
while (sc_isspace(words[wpos]) && words[wpos] != NUL)
wpos++;
if (words[wpos] == NUL)
break;
/*
* About to match another word, so advance over whitespace in the
* current string too.
*/
while (sc_isspace(uip_string[posn]) && uip_string[posn] != NUL)
posn++;
}
/*
* We reached the end of words. If we're at the end of the match string, or
* at spaces, we've matched.
*/
if (sc_isspace(uip_string[posn]) || uip_string[posn] == NUL)
return posn;
/* More text after the match, so it's not quite a match. */
return 0;
}
/*
* uip_compare_prefixed_name()
*
* Helper for %character% and %object% matchers. Attempts a reference
* match against both the prefixed name, and if that fails, the plain name.
* Returns the extent of the match, or zero if no match.
*/
static sc_int uip_compare_prefixed_name(const sc_char *prefix, const sc_char *name) {
sc_char buffer[UIP_SHORT_WORD_SIZE + UIP_SHORT_WORD_SIZE + 1];
sc_char *string;
sc_int required, extent;
/* Create a prefixed string, using the local buffer if possible. */
required = strlen(prefix) + strlen(name) + 2;
string = required > (sc_int) sizeof(buffer) ? (sc_char *)sc_malloc(required) : buffer;
sprintf(string, "%s %s", prefix, name);
/* Check against the prefixed name first, free string if required. */
extent = uip_compare_reference(string);
if (string != buffer)
sc_free(string);
/* If no match there, retry with just the plain name. */
if (extent == 0)
extent = uip_compare_reference(name);
/* Return the count of characters consumed in matching. */
return extent;
}
/*
* uip_match_remainder()
*
* Helper for %character% and %object% matchers. Matches the remainder
* of a pattern, to resolve the difference between, say, "table leg" and
* "table".
*/
static sc_bool uip_match_remainder(sc_ptnoderef_t node, sc_int extent) {
sc_ptnoderef_t list;
sc_int start_posn;
sc_bool matched;
/* Note the start position, then advance to the given extent. */
start_posn = uip_posn;
uip_posn = extent;
/*
* Try to match everything after the node passed in, at this position in the
* string.
*/
list = uip_new_node(NODE_LIST);
list->left_child = node->right_sibling;
/* Match on the temporary list. */
matched = uip_match_node(list);
/* Free the temporary list node, and restore position. */
uip_destroy_node(list);
uip_posn = start_posn;
/* Return TRUE if the pattern remainder matched. */
return matched;
}
/*
* uip_match_character()
*
* Match a %character% reference. This function searches all NPC names and
* aliases for possible matches, and sets the game npc_references flag
* for any that match. The final one to match is also stored in variables.
*/
static sc_bool uip_match_character(sc_ptnoderef_t node) {
const sc_gameref_t game = uip_get_game();
const sc_prop_setref_t bundle = gs_get_bundle(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int npc_count, npc, max_extent;
if (uip_trace)
sc_trace("UIParser: attempting to match %%character%%\n");
/* Clear all current character references. */
gs_clear_npc_references(game);
/* Iterate characters, looking for a name or alias match. */
max_extent = 0;
npc_count = gs_npc_count(game);
for (npc = 0; npc < npc_count; npc++) {
sc_vartype_t vt_key[4];
const sc_char *prefix, *name;
sc_int alias_count, alias, extent;
/* Get the NPC's prefix and name. */
vt_key[0].string = "NPCs";
vt_key[1].integer = npc;
vt_key[2].string = "Prefix";
prefix = prop_get_string(bundle, "S<-sis", vt_key);
vt_key[2].string = "Name";
name = prop_get_string(bundle, "S<-sis", vt_key);
if (uip_trace)
sc_trace("UIParser: trying %s\n", name);
/* Compare this name, both prefixed and not. */
extent = uip_compare_prefixed_name(prefix, name);
if (extent > 0 && uip_match_remainder(node, extent)) {
if (uip_trace)
sc_trace("UIParser: matched\n");
/* Increase the maximum match extent if required. */
max_extent = (extent > max_extent) ? extent : max_extent;
/* Save match in variables and game. */
var_set_ref_character(vars, npc);
game->npc_references[npc] = TRUE;
}
/* Now compare against all NPC aliases. */
vt_key[2].string = "Alias";
alias_count = prop_get_child_count(bundle, "I<-sis", vt_key);
for (alias = 0; alias < alias_count; alias++) {
const sc_char *alias_name;
/*
* Get the NPC alias. Version 3.9 games introduce empty aliases,
* so check here.
*/
vt_key[3].integer = alias;
alias_name = prop_get_string(bundle, "S<-sisi", vt_key);
if (sc_strempty(alias_name))
continue;
if (uip_trace)
sc_trace("UIParser: trying alias %s\n", alias_name);
/* Compare this alias name, both prefixed and not. */
extent = uip_compare_prefixed_name(prefix, alias_name);
if (extent > 0 && uip_match_remainder(node, extent)) {
if (uip_trace)
sc_trace("UIParser: matched\n");
/* Increase the maximum match extent if required. */
max_extent = (extent > max_extent) ? extent : max_extent;
/* Save match in variables and game. */
var_set_ref_character(vars, npc);
game->npc_references[npc] = TRUE;
}
}
}
/* On match, advance position and return successfully. */
if (max_extent > 0) {
uip_posn = max_extent;
return TRUE;
}
/* No match. */
return FALSE;
}
/*
* uip_match_object()
*
* Match an %object% reference. This function searches all object names and
* aliases for possible matches, and sets the game object_references flag
* for any that match. The final one to match is also stored in variables.
*/
static sc_bool uip_match_object(sc_ptnoderef_t node) {
const sc_gameref_t game = uip_get_game();
const sc_prop_setref_t bundle = gs_get_bundle(game);
const sc_var_setref_t vars = gs_get_vars(game);
sc_int object_count, object, max_extent;
if (uip_trace)
sc_trace("UIParser: attempting to match %%object%%\n");
/* Clear all current object references. */
gs_clear_object_references(game);
/* Iterate objects, looking for a name or alias match. */
max_extent = 0;
object_count = gs_object_count(game);
for (object = 0; object < object_count; object++) {
sc_vartype_t vt_key[4];
const sc_char *prefix, *name;
sc_int alias_count, alias, extent;
/* Get the object's prefix and name. */
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Prefix";
prefix = prop_get_string(bundle, "S<-sis", vt_key);
vt_key[2].string = "Short";
name = prop_get_string(bundle, "S<-sis", vt_key);
if (uip_trace)
sc_trace("UIParser: trying %s\n", name);
/* Compare this name, both prefixed and not. */
extent = uip_compare_prefixed_name(prefix, name);
if (extent > 0 && uip_match_remainder(node, extent)) {
if (uip_trace)
sc_trace("UIParser: matched\n");
/* Increase the maximum match extent if required. */
max_extent = (extent > max_extent) ? extent : max_extent;
/* Save match in variables and game. */
var_set_ref_object(vars, object);
game->object_references[object] = TRUE;
}
/* Now compare against all object aliases. */
vt_key[2].string = "Alias";
alias_count = prop_get_child_count(bundle, "I<-sis", vt_key);
for (alias = 0; alias < alias_count; alias++) {
const sc_char *alias_name;
/*
* Get the object alias. Version 3.9 games introduce empty aliases,
* so check here.
*/
vt_key[3].integer = alias;
alias_name = prop_get_string(bundle, "S<-sisi", vt_key);
if (sc_strempty(alias_name))
continue;
if (uip_trace)
sc_trace("UIParser: trying alias %s\n", alias_name);
/* Compare this alias name, both prefixed and not. */
extent = uip_compare_prefixed_name(prefix, alias_name);
if (extent > 0 && uip_match_remainder(node, extent)) {
if (uip_trace)
sc_trace("UIParser: matched\n");
/* Increase the maximum match extent if required. */
max_extent = (extent > max_extent) ? extent : max_extent;
/* Save match in variables and game. */
var_set_ref_object(vars, object);
game->object_references[object] = TRUE;
}
}
}
/* On match, advance position and return successfully. */
if (max_extent > 0) {
uip_posn = max_extent;
return TRUE;
}
/* No match. */
return FALSE;
}
/*
* uip_match_node()
*
* Attempt to match the given node to the current match string/position.
* Return TRUE, with position advanced, on match, FALSE on fail with the
* position unchanged.
*/
static sc_bool uip_match_node(sc_ptnoderef_t node) {
sc_bool match = FALSE;
/* Match depending on node type. */
switch (node->type) {
case NODE_EOS:
match = uip_match_eos();
break;
case NODE_WORD:
match = uip_match_word(node);
break;
case NODE_VARIABLE:
match = uip_match_variable(node);
break;
case NODE_WHITESPACE:
match = uip_match_whitespace();
break;
case NODE_LIST:
match = uip_match_list(node);
break;
case NODE_CHOICE:
match = uip_match_choice(node);
break;
case NODE_OPTIONAL:
match = uip_match_optional(node);
break;
case NODE_WILDCARD:
match = uip_match_wildcard(node);
break;
case NODE_CHARACTER_REFERENCE:
match = uip_match_character(node);
break;
case NODE_OBJECT_REFERENCE:
match = uip_match_object(node);
break;
case NODE_NUMBER_REFERENCE:
match = uip_match_number();
break;
case NODE_TEXT_REFERENCE:
match = uip_match_text(node);
break;
default:
sc_fatal("uip_match_node: invalid type, %ld\n", (sc_int) node->type);
}
return match;
}
/*
* uip_cleanse_string()
* uip_free_cleansed_string()
*
* Given a string, copy it to the given buffer, and trim leading and trailing
* spaces from it. If the string does not fit the buffer, malloc enough for
* a string copy and use that instead. The caller needs to free this
* allocation if it happens (detectable by comparing the return value to the
* buffer passed in), or call uip_free_cleansed_string.
*/
static sc_char *uip_cleanse_string(const sc_char *original, sc_char *buffer, sc_int length) {
sc_int required;
sc_char *string;
/*
* Use the supplied buffer if it is long enough, otherwise allocate, and
* copy the string.
*/
required = strlen(original) + 1;
string = (required < length) ? buffer : (sc_char *)sc_malloc(required);
strcpy(string, original);
/* Trim, and return the string. */
sc_trim_string(string);
return string;
}
static sc_char *uip_free_cleansed_string(sc_char *string, const sc_char *buffer) {
/* Free if the string was allocated by the function above. */
if (string != buffer)
sc_free(string);
/* Always returns NULL, for the syntactic convenience of the caller. */
return nullptr;
}
/*
* uip_debug_trace()
*
* Set pattern match tracing on/off.
*/
void uip_debug_trace(sc_bool flag) {
uip_trace = flag;
}
/*
* uip_match()
*
* Match a string to a pattern, and return TRUE on match, FALSE otherwise.
* For performance, this function uses a local buffer to try to avoid the
* need to copy each of the pattern and match strings passed in.
*/
sc_bool uip_match(const sc_char *pattern, const sc_char *string, sc_gameref_t game) {
static sc_char *cleansed = nullptr;
sc_char buffer[UIP_ALLOCATION_AVOIDANCE_SIZE];
sc_bool match;
Context context;
assert(pattern && string && game);
/* Start tokenizer. */
cleansed = uip_cleanse_string(pattern, buffer, sizeof(buffer));
if (uip_trace)
sc_trace("UIParser: pattern \"%s\"\n", cleansed);
uip_tokenize_start(cleansed);
// Try parsing the pattern into a match tree
uip_parse_lookahead = uip_next_token();
uip_parse_tree = uip_new_node(NODE_LIST);
uip_parse_list(context, uip_parse_tree);
if (context._break) {
// Parse error -- clean up and fail
uip_tokenize_end();
uip_destroy_tree(uip_parse_tree);
uip_parse_tree = nullptr;
cleansed = uip_free_cleansed_string(cleansed, buffer);
return FALSE;
} else {
uip_tokenize_end();
cleansed = uip_free_cleansed_string(cleansed, buffer);
}
/* Dump out the pattern tree if requested. */
if (if_get_trace_flag(SC_DUMP_PARSER_TREES))
uip_debug_dump();
/* Match the string to the pattern tree. */
cleansed = uip_cleanse_string(string, buffer, sizeof(buffer));
if (uip_trace)
sc_trace("UIParser: string \"%s\"\n", cleansed);
uip_match_start(cleansed, game);
match = uip_match_node(uip_parse_tree);
/* Clean up matching and free the parsed pattern tree. */
uip_match_end();
cleansed = uip_free_cleansed_string(cleansed, buffer);
uip_destroy_tree(uip_parse_tree);
uip_parse_tree = nullptr;
/* Return result of matching. */
if (uip_trace)
sc_trace("UIParser: %s\n", match ? "MATCHED!" : "No match");
return match;
}
/*
* uip_replace_pronouns()
*
* Replaces pronouns by their respective object or NPC names, and returns the
* resulting string to the caller, or NULL if no pronouns were replaced. The
* return string is malloc'ed, so the caller needs to remember to free it.
*/
sc_char *uip_replace_pronouns(sc_gameref_t game, const sc_char *string) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
sc_int buffer_allocation;
sc_char *buffer;
const sc_char *current;
assert(string);
if (uip_trace)
sc_trace("UIParser: pronoun search \"%s\"\n", string);
/* Begin with a NULL buffer for lazy allocation. */
buffer_allocation = 0;
buffer = nullptr;
/* Search for pronouns until no more string remains. */
current = string + strspn(string, WHITESPACE);
while (current[0] != NUL) {
sc_vartype_t vt_key[3];
sc_int object, npc, extent;
const sc_char *prefix, *name;
/* Initially, no object or NPC, no names, and a zero extent. */
object = npc = -1;
prefix = name = nullptr;
extent = 0;
/*
* Search for pronouns where we have an assigned object or NPC. We
* can't be sure of getting plurality right, and it's not always
* intuitive even in English -- is "a pair of scissors" an "it", or
* a "them"? Because of this, we just treat "it" and "them" equally
* for now.
*/
if (game->it_object != -1 && sc_compare_word(current, "it", 2)) {
object = game->it_object;
extent = 2;
} else if (game->it_object != -1 && sc_compare_word(current, "them", 4)) {
object = game->it_object;
extent = 4;
} else if (game->him_npc != -1 && sc_compare_word(current, "him", 3)) {
npc = game->him_npc;
extent = 3;
} else if (game->her_npc != -1 && sc_compare_word(current, "her", 3)) {
npc = game->her_npc;
extent = 3;
} else if (game->it_npc != -1 && sc_compare_word(current, "it", 2)) {
npc = game->it_npc;
extent = 2;
}
/* Assign prefix and name to the full object or NPC name, if any. */
if (object > -1) {
vt_key[0].string = "Objects";
vt_key[1].integer = object;
vt_key[2].string = "Prefix";
prefix = prop_get_string(bundle, "S<-sis", vt_key);
vt_key[2].string = "Short";
name = prop_get_string(bundle, "S<-sis", vt_key);
} else if (npc > -1) {
vt_key[0].string = "NPCs";
vt_key[1].integer = npc;
vt_key[2].string = "Prefix";
prefix = prop_get_string(bundle, "S<-sis", vt_key);
vt_key[2].string = "Name";
name = prop_get_string(bundle, "S<-sis", vt_key);
}
/*
* If a pronoun was found, prefix and name indicate what to insert, and
* extent shows how much of the buffer to replace with them.
*/
if (prefix && name && extent > 0) {
sc_char *position;
sc_int prefix_length, name_length, length, final_length;
/*
* If not yet allocated, allocate a buffer now, and copy the input
* string into it. Then switch current to the equivalent location
* in the allocated buffer; basic copy-on-write.
*/
if (!buffer) {
buffer_allocation = strlen(string) + 1;
buffer = (sc_char *)sc_malloc(buffer_allocation);
strcpy(buffer, string);
current = buffer + (current - string);
}
/*
* If necessary, grow the output buffer for the replacement,
* remembering to adjust current for the new buffer allocated.
* At the same time, note the last character index for the move.
*/
prefix_length = strlen(prefix);
name_length = strlen(name);
length = prefix_length + name_length + 1;
if (length > extent) {
sc_int offset;
offset = current - buffer;
buffer_allocation += length - extent;
buffer = (sc_char *)sc_realloc(buffer, buffer_allocation);
current = buffer + offset;
final_length = length;
} else
final_length = extent;
/* Insert the replacement strings into the buffer. */
position = buffer + (current - buffer);
memmove(position + length,
position + extent,
buffer_allocation - (current - buffer) - final_length);
memcpy(position, prefix, prefix_length);
position[prefix_length] = ' ';
memcpy(position + prefix_length + 1, name, name_length);
/* Adjust current to skip over the replacement. */
current += length;
if (uip_trace)
sc_trace("Parser: pronoun \"%s\"\n", buffer);
} else {
/* If no match, advance current over the unmatched word. */
current += strcspn(current, WHITESPACE);
}
/* Set current to the next word start. */
current += strspn(current, WHITESPACE);
}
/* Return the final string, or NULL if no pronoun replacements. */
return buffer;
}
/*
* uip_assign_pronouns()
*
* Search a player command for object and NPC names, and assign any found to
* game pronouns. The string is searched from front to back, assigning
* pronouns for objects or NPC names as found. Later ones will overwrite
* earlier ones if there is more than one in the string.
*/
void uip_assign_pronouns(sc_gameref_t game, const sc_char *string) {
const sc_prop_setref_t bundle = gs_get_bundle(game);
const sc_var_setref_t vars = gs_get_vars(game);
const sc_char *current;
sc_int saved_ref_object, saved_ref_character;
assert(string);
if (uip_trace)
sc_trace("UIParser: pronoun assignment \"%s\"\n", string);
/* Save var references so we can restore them later. */
saved_ref_object = var_get_ref_object(vars);
saved_ref_character = var_get_ref_character(vars);
/* Search for object and NPC names until no more string remains. */
current = string + strspn(string, WHITESPACE);
while (current[0] != NUL) {
if (uip_match("%object% *", current, game)) {
sc_int count, index_, object;
/*
* "Disambiguate" by rejecting objects that the player hasn't seen
* or can't see. If the reference is unique, assign to the 'it'
* object pronoun.
*/
count = 0;
object = -1;
for (index_ = 0; index_ < gs_object_count(game); index_++) {
if (game->object_references[index_]
&& gs_object_seen(game, index_)
&& obj_indirectly_in_room(game,
index_, gs_playerroom(game))) {
count++;
object = index_;
}
}
if (count == 1) {
game->it_object = object;
game->it_npc = -1;
if (uip_trace)
sc_trace("UIParser: object 'it/them' assigned %ld\n", object);
}
}
if (uip_match("%character% *", current, game)) {
sc_int count, index_, npc;
/* Do the same "disambiguation" as for objects above. */
count = 0;
npc = -1;
for (index_ = 0; index_ < gs_npc_count(game); index_++) {
if (game->npc_references[index_]
&& gs_npc_seen(game, index_)
&& npc_in_room(game, index_, gs_playerroom(game))) {
count++;
npc = index_;
}
}
if (count == 1) {
sc_vartype_t vt_key[3];
sc_int version, gender;
/*
* Version 3.8 games lack NPC gender information, so for this
* case set "him"/"her" on each match, and never set "it"; this
* matches the version 3.8 runner.
*/
vt_key[0].string = "Version";
version = prop_get_integer(bundle, "I<-s", vt_key);
if (version == TAF_VERSION_380) {
game->him_npc = npc;
game->her_npc = npc;
game->it_npc = -1;
if (uip_trace) {
sc_trace("UIParser: 3.8 pronouns"
" 'him' and 'her' assigned %ld\n", npc);
}
} else {
/* Find the NPC gender, so we know the pronoun to assign. */
vt_key[0].string = "NPCs";
vt_key[1].integer = npc;
vt_key[2].string = "Gender";
gender = prop_get_integer(bundle, "I<-sis", vt_key);
switch (gender) {
case NPC_MALE:
game->him_npc = npc;
break;
case NPC_FEMALE:
game->her_npc = npc;
break;
case NPC_NEUTER:
game->it_npc = npc;
game->it_object = -1;
break;
default:
sc_error("uip_assign_pronouns:"
" unknown gender, %ld\n", gender);
}
if (uip_trace)
sc_trace("UIParser: NPC 'him/her/it' assigned %ld\n", npc);
}
}
}
/*
* Advance the string position by a complete word. This saves a lot
* of time -- there's no point looking for an object or NPC name in
* mid-word, and anyway it's not the right thing to do.
*/
current += strcspn(current, WHITESPACE);
current += strspn(current, WHITESPACE);
}
/* Restore variables references. */
var_set_ref_object(vars, saved_ref_object);
var_set_ref_character(vars, saved_ref_character);
}
} // End of namespace Adrift
} // End of namespace Glk