-
Notifications
You must be signed in to change notification settings - Fork 0
/
adventure.c
637 lines (539 loc) · 20 KB
/
adventure.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
#ifndef _ADVENTURE_C_
#define _ADVENTURE_C_
#include "adventure.h"
#include "get_input.h"
// thread components
pthread_mutex_t mutex1;
pthread_t my_thread;
pthread_attr_t attr;
// for printing error message if bad input
int input_err = 0;
int start = 0;
int
main (int argc, char* argv[]) {
// game struct for game components
struct game* game = NULL;
// initialize mutex lock
if (pthread_mutex_init(&mutex1, NULL) != 0) {
perror("Error initializing mutex");
return 1;
}
// get lock
pthread_mutex_lock(&mutex1);
// pthread
pthread_attr_init(&attr);
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
if (pthread_create(&my_thread, &attr, &get_current_time, NULL) != 0) {
perror("Error creating thread");
de_allocate_game(&game);
return 1;
}
if (init_game(&game) < 0) {
return 1;
}
// run the game
if (!run_game(&game)) {
//print contents of user_path up to step_count
print_list(game->user_path, game->step_count);
}
//free memory used
de_allocate_game(&game);
//thread cleanup
pthread_attr_destroy(&attr);
pthread_mutex_destroy(&mutex1);
return 0;
}
/* FUNCTIONS */
int
init_game (struct game** game) {
// filepaths for room info files
char** filepath_array = NULL;
//search for directory, verify files
if (!(filepath_array = get_file_paths())) {
perror("Error reading files.");
return -1;
}
// allocate game struct and its fields
if (!((*game) = allocate_game())) {
perror("Error initializing game");
return -1;
}
// build room structs from files
read_files(game, filepath_array);
de_allocate_filepaths(filepath_array);
return 0;
}
/******************************************************************************
* Description: handles game logic
* Parameters: address of game struct pointer, pthread_t* address of thread struct,
* pthread_attr_t* address of thread attribute struct
* Returns: none
* Pre-conditions: game components initialized
* Post-conditions: user path added to linked list of rooms visited
* and step counter incremented
******************************************************************************/
int
run_game (struct game** game) {
// user input
char* user_input = NULL;
int buffer_length = 0, input_length = 0;
// time
char* time_string = NULL;
//get start_room and set to current room
struct room* current_room = get_start(game);
add_node(&(*game)->user_path, current_room->name);
/*Game Loop*/
while (strcmp(current_room->type, "END_ROOM")) {
print_game_info(time_string, current_room);
if (time_string) {
free(time_string);
time_string = NULL;
}
if ((input_length = get_line(&user_input, &buffer_length, stdin)) < 0) {
perror("Error reading input");
return -1;
}
// check input
int result = check_input(user_input, current_room);
if (result == COM_TIME) {
// release lock so thread can run
pthread_mutex_unlock(&mutex1);
sleep(1); // let thread run
pthread_mutex_lock(&mutex1); // get lock
if (!(time_string = read_time_file())) {
perror("Error reading time file");
free(user_input);
return -6;
}
//pthread_mutex_lock(&mutex1);
}
else if (result >= 0) {
current_room = get_room(game, user_input);
//add room name to user path
(*game)->step_count++;
add_node(&(*game)->user_path, current_room->name);
}
else {
input_err = 1;
}
if (user_input)
memset(user_input, '\0', input_length);
}
/*End Game Loop*/
free(user_input);
return 0;
}
/******************************************************************************
* Description: Prints game info to same lines on console
* Parameters: receives c_string and struct room pointer
* Returns: none
* Pre-conditions: struct room is not NULL
* Post-conditions: game information printed to screen
******************************************************************************/
void
print_game_info(char* time_string, struct room* r) {
if (!start) {
start = 1;
}
else {
printf("\e[10A\e[0J");
}
printf("\n");
if (time_string) {
printf("\e[0K\t%s\n", time_string);
} else {
printf("\e[0K\n");
}
printf("\n");
print_room_info(r);
if (input_err) {
printf("\e[0KHUH? I DON'T UNDERSTAND THAT ROOM. TRY AGAIN.\n");
input_err = 0;
} else {
printf("\e[0K\n");
}
printf("\e[0KWHERE TO? > ");
}
/******************************************************************************
* Description: Prints information for current room
* Parameters: receives address to current room
* Returns: none
* Pre-conditions: current_room is not NULL
* Post-conditions: room information printed to screen
******************************************************************************/
void
print_room_info (struct room* current_room) {
int line_count = 3;
printf("\e[0KCURRENT LOCATION:\t%s\n", current_room->name);
printf("\e[0KPOSSIBLE CONNECTIONS:\n\e[0K\t");
for (int i = 0; i < current_room->num_connections; ++i) {
if (i && !(i % 3)) {
printf("\n\t");
line_count++;
}
printf("%s ", current_room->outbound_connections[i]->name);
}
while (line_count < 6) {
printf("\n");
line_count++;
}
}
/******************************************************************************
* Description: allocates memory on heap for game struct
* Parameters: none
* Returns: struct game pointer
* Pre-conditions: enough memory for game struct
* Post-conditions: memory reserved for struct game and fields
******************************************************************************/
struct
game* allocate_game() {
struct game* game = (struct game*) malloc(sizeof(struct game));
assert(game);
game->step_count = 0;
game->user_path = NULL;
game->rooms_array = allocate_rooms();
assert(game->rooms_array);
return game;
}
/******************************************************************************
* Description: allocates memory on heap for an array of struct room
* Parameters: none
* Returns: struct room[NUM_ROOMS]
* Pre-conditions: enough memory for sizeof(struct room)*NUM_ROOMS
* Post-conditions: memory reserved for struct room[NUM_ROOMS]
******************************************************************************/
struct
room* allocate_rooms() {
struct room* temp_array = (struct room*) malloc(NUM_ROOMS * sizeof(struct room));
assert(temp_array);
for (int i = 0; i < NUM_ROOMS; i++) {
temp_array[i].name = (char*) malloc(ROOM_INFO_LENGTH * sizeof(char));
memset(temp_array[i].name, '\0', ROOM_INFO_LENGTH);
temp_array[i].type = (char*) malloc(ROOM_INFO_LENGTH * sizeof(char));
memset(temp_array[i].type, '\0', ROOM_INFO_LENGTH);
temp_array[i].num_connections = 0;
for (int j=0; j < NUM_CONNECTIONS; j++){
temp_array[i].outbound_connections[j] = NULL;
}
}
return temp_array;
}
/******************************************************************************
* Description: Searches array of rooms for room with given string
* Parameters: address of game struct pointer and c-style string
* Returns: room with desired name
* Pre-conditions: room_name exists in the rooms_array
* Post-conditions: returns a struct room
******************************************************************************/
struct
room* get_room(struct game** game, char* room_name) {
for (int i = 0; i < NUM_ROOMS; ++i){
if (!(strcmp((*game)->rooms_array[i].name, room_name))) {
return &((*game)->rooms_array[i]);
}
}
return NULL;
}
/******************************************************************************
* Description: Searches array of rooms for the room with type START_ROOM
* Parameters: address of game struct pointer
* Returns: struct room or NULL
* Pre-conditions: rooms_array is not empty
* Post-conditions: room struct is returned
******************************************************************************/
struct
room* get_start(struct game** game){
for (int i = 0; i < NUM_ROOMS; ++i) {
if (!(strcmp((*game)->rooms_array[i].type, "START_ROOM"))) {
return &((*game)->rooms_array[i]);
}
}
return NULL;
}
/******************************************************************************
* Description: thread start routine, prints current time to a file
* Parameters: none
* Returns: none
* Pre-conditions: none
* Post-conditions: new file exists that
******************************************************************************/
void*
get_current_time(){
time_t rawtime;
struct tm* info;
char time_string[64];
memset(time_string, '\0', 64);
FILE* fptr;
char filename[16];
memset(filename, '\0', 16);
strncpy(filename, FILE_NAME, 16);
for (;;) {
pthread_mutex_lock(&mutex1);
//get current time and store it in time_string
time(&rawtime);
info = localtime(&rawtime);
strftime(time_string, 64, "%I:%M%p, %A, %B %d, %Y", info);
//write time_string to file
fptr = fopen(filename, "w");
fprintf(fptr, "%s\n", time_string);
fclose(fptr);
pthread_mutex_unlock(&mutex1);
sleep(1);
}
}
/******************************************************************************
* Description: reads a line from file that holds the current time
* Parameters: none
* Returns: char* time
* Pre-conditions: file exists and is readable
* Post-conditions: current time printed to screen
******************************************************************************/
char*
read_time_file(){
FILE* fptr;
char* time_string = NULL;
char filename[16];
int buffer_length = 0;
memset(filename, '\0', 16);
strncpy(filename, FILE_NAME, 16);
// keep trying until file can be opened
while (!(fptr = fopen(filename, "r"))) ;
// read time stamp from file
if (get_line(&time_string, &buffer_length, fptr) < 0) {
perror("Error reading time file");
fclose(fptr);
return NULL;
}
fclose(fptr);
return time_string;
}
/******************************************************************************
* Description: checks user input to match a room name in the current
* room's outboundConnections
* Parameters: Receives user input and pointer to struct room
* Returns: if user_input doesn't match a outbound room name return -1
* otherwise returns index of room
* Pre-conditions: user_input is not empty, current_room is not empty
* Post-conditions: int is returned
******************************************************************************/
int
check_input(char* user_input, struct room* current_room){
if (!strcmp(user_input, "time"))
return COM_TIME;
for (int i = 0; i < current_room->num_connections; i++) {
if(!strcmp(user_input, current_room->outbound_connections[i]->name))
return i;
}
// input does not match any room
return -1;
}
/******************************************************************************
* Description: gets path to room file
* Parameters: none
* Returns: array of strings (char*)
* Pre-conditions: files exist
* Post-conditions: 2d array is returned to calling function
******************************************************************************/
char**
get_file_paths(){
char** filepath_array;
char file_suffix[6] = "_Room";
char* my_dir = NULL;
DIR* dir_ptr = NULL;
filepath_array = (char**) calloc(NUM_ROOMS, sizeof(char*));
assert(filepath_array);
for (int i = 0; i < NUM_ROOMS; i++){
filepath_array[i] = calloc(64, sizeof(char));
memset(filepath_array[i], '\0', 64);
}
my_dir = read_my_dir();
if ((dir_ptr = opendir(my_dir)) > 0) {
int index = 0;
struct dirent* file_in_dir;
while ((file_in_dir = readdir(dir_ptr))) {
if (strstr(file_in_dir->d_name, file_suffix)) {
sprintf(filepath_array[index], "%s/%s", my_dir, file_in_dir->d_name);
index++;
}
}
}
closedir(dir_ptr);
free(my_dir);
return filepath_array[0][0] ? filepath_array : NULL;
}
/******************************************************************************
* Description: searches for directory with onid username
* Parameters: none
* Returns: receives array of char holding directory name
* Pre-conditions: directory exists
* Post-conditions: returns string containing newest directory
******************************************************************************/
char*
read_my_dir(){
int newest_dir_time = -1;
char dir_prefix[17] = "adventure.rooms.";
char* newest_dir_name;
newest_dir_name = (char*) malloc(64 * sizeof(char));
memset(newest_dir_name, '\0', 64);
DIR* dir_ptr;
struct dirent* file_in_dir;
struct stat dir_attributes;
dir_ptr = opendir(".");
if (dir_ptr > 0 ) {
// iterate over files in current directory
while ((file_in_dir = readdir(dir_ptr))) {
// check if current file begins with dir_prefix
if (strstr(file_in_dir->d_name, dir_prefix)) {
// get file attributes of directory as a struct stat
stat(file_in_dir->d_name, &dir_attributes);
// compare modified time of file to current newest time
if ((int)dir_attributes.st_mtime > newest_dir_time) {
newest_dir_time = (int)dir_attributes.st_mtime;
memset(newest_dir_name, '\0', 64);
strncpy(newest_dir_name, file_in_dir->d_name, 64);
}//end of if file newer than previous newest file
}//end of if filename contains my str
}//end while loop
if ( !newest_dir_name[0] ) {
printf("Can not find correct directory!\n");
free(newest_dir_name);
exit(1);
}
}//end if dirPtr
closedir(dir_ptr);
return newest_dir_name;
}
/******************************************************************************
* Description: Attaches the connections to each room struct
* Parameters: struct game address pointer and 2d array holding filepaths
* Returns: none
* Pre-conditions: rooms_array is filled with name and type for each room
* Post-conditions: outboundConnections array for each room contains the
* correct address for connected rooms
******************************************************************************/
void
attach_connections(struct game** game, char** filepath_array) {
FILE* fptr;
for (int i = 0; i < NUM_ROOMS; ++i) {
int connection_index = 0;
char arg1[ROOM_INFO_LENGTH], arg2[ROOM_INFO_LENGTH], arg3[ROOM_INFO_LENGTH];
memset(arg1, '\0', ROOM_INFO_LENGTH);
memset(arg2, '\0', ROOM_INFO_LENGTH);
memset(arg3, '\0', ROOM_INFO_LENGTH);
if (!(fptr = fopen(filepath_array[i], "r"))) {
perror("Error reading file.");
exit(1);
}
// read connections and add to room struct
while((fscanf(fptr, "%s %s %s", arg1, arg2, arg3)) != EOF){
if (!strcmp(arg1, "CONNECTION")) {
struct room* connection = get_room(game, arg3);
(*game)->rooms_array[i].outbound_connections[connection_index] = connection;
(*game)->rooms_array[i].num_connections++;
connection_index++;
}
memset(arg1, '\0', ROOM_INFO_LENGTH);
memset(arg2, '\0', ROOM_INFO_LENGTH);
memset(arg3, '\0', ROOM_INFO_LENGTH);
}
fclose(fptr);
}
}
/******************************************************************************
* Description: reads files within my directory and attaches appropriate
* data to corresponding struct
* Parameters: receives rooms_array and 2D array of char containing filepaths
* Returns: none
* Pre-conditions: rooms_array and filepath_array are not null,
* files exist and are readable
* Post-conditions: each room in rooms_array is updated with information
* contained in their files
******************************************************************************/
void
read_files(struct game** game, char** filepath_array){
FILE* fptr;
for (int i = 0; i < NUM_ROOMS; ++i) {
char arg1[ROOM_INFO_LENGTH], arg2[ROOM_INFO_LENGTH], arg3[ROOM_INFO_LENGTH];
memset(arg1, '\0', ROOM_INFO_LENGTH);
memset(arg2, '\0', ROOM_INFO_LENGTH);
memset(arg3, '\0', ROOM_INFO_LENGTH);
if(!(fptr = fopen(filepath_array[i], "r"))) {
perror("Error reading file.");
exit(1);
}
// read through room file
while ((fscanf(fptr, "%s %s %s", arg1, arg2, arg3)) != EOF){
if (!strcmp(arg1, "ROOM")) {
if (!strcmp(arg2, "TYPE:")) {
strncpy((*game)->rooms_array[i].type, arg3, ROOM_INFO_LENGTH);
}
else {
strncpy((*game)->rooms_array[i].name, arg3, ROOM_INFO_LENGTH);
}
}
memset(arg1, '\0', ROOM_INFO_LENGTH);
memset(arg2, '\0', ROOM_INFO_LENGTH);
memset(arg3, '\0', ROOM_INFO_LENGTH);
}
assert((*game)->rooms_array[i].name);
assert((*game)->rooms_array[i].type);
fclose(fptr);
}
attach_connections(game, filepath_array);
}
/******************************************************************************
* Description: Frees memory allocated for 2D array of chars containing
* filepaths
* Parameters: receives 2D array of char
* Returns: none
* Pre-conditions: filepaths_array is not NULL
* Post-conditions: memory allocated for filepaths_array is free'd
******************************************************************************/
void
de_allocate_filepaths(char** filepaths_array) {
if (filepaths_array) {
for (int i = (NUM_ROOMS-1); i >= 0; i--) {
free(filepaths_array[i]);
filepaths_array[i] = NULL;
}
free(filepaths_array);
filepaths_array = NULL;
}
}
/******************************************************************************
* Description: Frees memory allocated for game components
* Parameters: receives pointer to game struct
* Returns: none
* Pre-conditions: filepaths_array is not NULL
* Post-conditions: memory allocated for filepaths_array is free'd
******************************************************************************/
void
de_allocate_game(struct game** game) {
if (game) {
de_allocate_rooms((*game)->rooms_array);
free_list(&((*game)->user_path));
free((*game));
game = NULL;
}
}
/******************************************************************************
* Description: Frees memory allocated for array of struct room
* Parameters: receives array of struct room
* Returns: none
* Pre-conditions: rooms_array is not NULL
* Post-conditions: memory allocated for rooms_array is free'd
******************************************************************************/
void
de_allocate_rooms(struct room* rooms_array){
if (rooms_array) {
for (int i = 0; i < NUM_ROOMS; i++){
free(rooms_array[i].name);
rooms_array[i].name = NULL;
free(rooms_array[i].type);
rooms_array[i].type = NULL;
}
free(rooms_array);
rooms_array = NULL;
}
}
#endif