2 * The dungeon compiler. Turns adventure.text into a set of C initializers
3 * defining (mostly) invariant state. A couple of slots are messed with
22 // Global variables for use in functions below that can gradually disappear as code is cleaned up
25 static char INLINE[LINESIZE + 1];
28 // Storage for what comes out of the database
33 long OBJSND[NOBJECTS + 1];
34 long OBJTXT[NOBJECTS + 1];
36 long LINES[LINSIZ + 1];
37 long TRAVEL[TRVSIZ + 1];
38 long KTAB[TABSIZ + 1];
39 long ATAB[TABSIZ + 1];
40 long PLAC[NOBJECTS + 1];
41 long FIXD[NOBJECTS + 1];
42 long ACTSPK[VRBSIZ + 1];
44 static long GETTXT(long SKIP, long ONEWRD, long UPPER)
46 /* Take characters from an input line and pack them into 30-bit words.
47 * Skip says to skip leading blanks. ONEWRD says stop if we come to a
48 * blank. UPPER says to map all letters to uppercase. If we reach the
49 * end of the line, the word is filled up with blanks (which encode as 0's).
50 * If we're already at end of line when GETTXT is called, we return -1. */
53 static long SPLITTING = -1;
55 if (LNPOSN != SPLITTING)
61 if ((!SKIP) || INLINE[LNPOSN] != 0)
67 for (int I = 1; I <= TOKLEN; I++) {
69 if (LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
71 char current = INLINE[LNPOSN];
74 if (UPPER && current >= 37)
75 current = current - 26;
76 TEXT = TEXT + current;
80 if (SPLITTING != LNPOSN) {
86 TEXT = TEXT + current - 63;
94 static void MAPLIN(FILE *OPENED)
96 /* Read a line of input, from the specified input source,
97 * translate the chars to integers in the range 0-126 and store
98 * them in the common array "INLINE". Integer values are as follows:
99 * 0 = space [ASCII CODE 40 octal, 32 decimal]
100 * 1-2 = !" [ASCII 41-42 octal, 33-34 decimal]
101 * 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal]
102 * 11-36 = upper-case letters
103 * 37-62 = lower-case letters
104 * 63 = percent (%) [ASCII 45 octal, 37 decimal]
105 * 64-73 = digits, 0 through 9
106 * Remaining characters can be translated any way that is convenient;
107 * The "TYPE" routine below is used to map them back to characters when
108 * necessary. The above mappings are required so that certain special
109 * characters are known to fit in 6 bits and/or can be easily spotted.
110 * Array elements beyond the end of the line should be filled with 0,
111 * and LNLENG should be set to the index of the last character.
113 * If the data file uses a character other than space (e.g., tab) to
114 * separate numbers, that character should also translate to 0.
116 * This procedure may use the map1,map2 arrays to maintain static data for
117 * the mapping. MAP2(1) is set to 0 when the program starts
118 * and is not changed thereafter unless the routines on this page choose
122 if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, OPENED)) {
123 printf("Failed fgets()\n");
125 } while (!feof(OPENED) && INLINE[1] == '#');
128 for (size_t i = 1; i < sizeof(INLINE) && INLINE[i] != 0; ++i) {
129 char val = INLINE[i];
130 INLINE[i] = ascii_to_advent[(unsigned)val];
137 static long GETNUM(FILE *source)
139 /* Obtain the next integer from an input line. If K>0, we first read a
140 * new input line from a file; if K<0, we read a line from the keyboard;
141 * if K=0 we use a line that has already been read (and perhaps partially
142 * scanned). If we're at the end of the line or encounter an illegal
143 * character (not a digit, hyphen, or blank), we return 0. */
145 long DIGIT, GETNUM, SIGN;
147 if (source != NULL) MAPLIN(source);
150 while (INLINE[LNPOSN] == 0) {
151 if (LNPOSN > LNLENG) return (GETNUM);
155 if (INLINE[LNPOSN] != 9) {
161 while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
162 DIGIT = INLINE[LNPOSN] - 64;
163 if (DIGIT < 0 || DIGIT > 9) {
167 GETNUM = GETNUM * 10 + DIGIT;
171 GETNUM = GETNUM * SIGN;
176 /* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
177 static void read_messages(FILE* database, long sect)
183 loc = GETNUM(database);
184 if (LNLENG >= LNPOSN + 70)
185 BUG(MESSAGE_LINE_GT_70_CHARACTERS);
186 if (loc == -1) return;
188 BUG(NULL_LINE_IN_MESSAGE);
192 BUG(TOO_MANY_WORDS_OF_MESSAGES);
193 LINES[KK] = GETTXT(false, false, false);
194 } while (LINES[KK] != -1);
196 if (loc == OLDLOC) continue;
199 if (sect == 10 || sect == 14) {
200 /* now parsed from YAML */
204 /* Now handled in YAML */
208 /* Now handled in YAML */
212 /* Now handled in YAML */
218 /* The stuff for section 3 is encoded here. Each "from-location" gets a
219 * contiguous section of the "TRAVEL" array. Each entry in travel is
220 * newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
221 * this is the last entry for this location. KEY(N) is the index in travel
222 * of the first option at location N. */
223 static void read_section3_stuff(FILE* database)
226 while ((loc = GETNUM(database)) != -1) {
227 long newloc = GETNUM(NULL);
232 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
234 while ((L = GETNUM(NULL)) != 0) {
235 TRAVEL[TRVS] = newloc * 1000 + L;
238 BUG(TOO_MANY_TRAVEL_OPTIONS);
240 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
244 /* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
245 * the corresponding word. The -1 at the end of section 4 is left in KTAB
246 * as an end-marker. */
247 static void read_vocabulary(FILE* database)
249 for (TABNDX = 1; TABNDX <= TABSIZ; TABNDX++) {
250 KTAB[TABNDX] = GETNUM(database);
251 if (KTAB[TABNDX] == -1) return;
252 ATAB[TABNDX] = GETTXT(true, true, true);
254 BUG(TOO_MANY_VOCABULARY_WORDS);
257 /* Read in the initial locations for each object. Also the immovability info.
258 * plac contains initial locations of objects. FIXD is -1 for immovable
259 * objects (including the snake), or = second loc for two-placed objects. */
260 static void read_initial_locations(FILE* database)
263 while ((OBJ = GETNUM(database)) != -1) {
264 PLAC[OBJ] = GETNUM(NULL);
265 FIXD[OBJ] = GETNUM(NULL);
269 /* Read default message numbers for action verbs, store in ACTSPK. */
270 static void read_action_verb_message_nr(FILE* database)
273 while ((verb = GETNUM(database)) != -1) {
274 ACTSPK[verb] = GETNUM(NULL);
278 /* Read info about available liquids and other conditions. */
279 static void read_conditions(FILE* database)
282 while ((K = GETNUM(database)) != -1) {
284 while ((loc = GETNUM(NULL)) != 0) {
285 continue; /* COND is no longer used */
291 /* Read data for hints. */
292 static void read_hints(FILE* database)
295 while ((K = GETNUM(database)) != -1) {
296 for (int I = 1; I <= 4; I++) {
297 /* consume - actual array-building now done in YAML. */
303 /* Read the sound/text info, store in OBJSND, OBJTXT */
304 static void read_sound_text(FILE* database)
307 while ((K = GETNUM(database)) != -1) {
308 long KK = GETNUM(NULL);
309 long I = GETNUM(NULL);
311 OBJSND[K] = (KK > 0 ? KK : 0);
312 OBJTXT[K] = (I > 0 ? I : 0);
319 static int read_database(FILE* database)
321 /* Clear out the various text-pointer arrays. All text is stored
322 * in array lines; each line is preceded by a word pointing to
323 * the next pointer (i.e. the word following the end of the
324 * line). The pointer is negative if this is first line of a
325 * message. The text-pointer arrays contain indices of
326 * pointer-words in lines. PTEXT(N) points to
327 * message for game.prop(N)=0. Successive prop messages are
328 * found by chasing pointers. */
329 for (int I = 1; I <= NOBJECTS; I++) {
333 for (int I = 1; I <= LOCSIZ; I++) {
341 /* Start new data section. Sect is the section number. */
344 long sect = GETNUM(database);
350 read_messages(database, sect);
353 read_messages(database, sect);
356 read_section3_stuff(database);
359 read_vocabulary(database);
362 read_messages(database, sect);
365 read_messages(database, sect);
368 read_initial_locations(database);
371 read_action_verb_message_nr(database);
374 read_conditions(database);
377 read_messages(database, sect);
380 read_hints(database);
385 read_sound_text(database);
388 read_messages(database, sect);
391 BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
396 /* Finish constructing internal data format */
398 /* Having read in the database, certain things are now constructed.
399 * game.propS are set to zero. The PLAC and FIXD arrays are used
400 * to set up game.atloc(N) as the first object at location N, and
401 * game.link(OBJ) as the next object at the same location as OBJ.
402 * (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
403 * still the correct link to use.) game.abbrev is zeroed; it controls
404 * whether the abbreviated description is printed. Counts modulo 5
405 * unless "LOOK" is used. */
407 static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
409 fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
410 for (int i = 0; i < dim; ++i) {
413 fprintf(header_file, "\n");
414 fprintf(header_file, " ");
416 fprintf(header_file, "%ld, ", array[i]);
418 fprintf(header_file, "\n});\n");
421 static void write_file(FILE* header_file)
423 fprintf(header_file, "#ifndef DATABASE_H\n");
424 fprintf(header_file, "#define DATABASE_H\n");
425 fprintf(header_file, "\n");
427 fprintf(header_file, "#include \"common.h\"\n");
428 fprintf(header_file, "#define TABSIZ 330\n");
429 fprintf(header_file, "#define TOKLEN %d\n", TOKLEN);
430 fprintf(header_file, "\n");
432 fprintf(header_file, "\n");
433 fprintf(header_file, "#ifdef DEFINE_GLOBALS_FROM_INCLUDES\n");
434 fprintf(header_file, "#define LOCATION\n");
435 fprintf(header_file, "#define INITIALIZE(...) __VA_ARGS__\n");
436 fprintf(header_file, "#else\n");
437 fprintf(header_file, "#define LOCATION extern\n");
438 fprintf(header_file, "#define INITIALIZE(...)\n");
439 fprintf(header_file, "#endif\n");
440 fprintf(header_file, "\n");
443 write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
444 write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
445 write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
446 write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
447 write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
448 write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
449 write_1d(header_file, PLAC, NOBJECTS + 1, "PLAC");
450 write_1d(header_file, FIXD, NOBJECTS + 1, "FIXD");
451 write_1d(header_file, ACTSPK, VRBSIZ + 1, "ACTSPK");
453 fprintf(header_file, "#undef LOCATION\n");
454 fprintf(header_file, "#undef INITIALIZE\n");
455 fprintf(header_file, "#endif\n");
458 void bug(enum bugtype num, const char *error_string)
460 fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
466 FILE* database = fopen("adventure.text", "r");
467 read_database(database);
470 FILE* header_file = fopen("database.h", "w");
471 write_file(header_file);
474 return (EXIT_SUCCESS);