2 * The dungeon compiler. Turns adventure.text into a set of C initializers
3 * defining invariant state.
7 * 12600 words of message text (LINES, LINSIZ).
8 * 885 travel options (TRAVEL, TRVSIZ).
9 * 330 vocabulary words (KTAB, ATAB, TABSIZ).
10 * There are also limits which cannot be exceeded due to the structure of
11 * the database. (E.G., The vocabulary uses n/1000 to determine word type,
12 * so there can't be more than 1000 words.) These upper limits are:
13 * 1000 non-synonymous vocabulary words
18 /* Description of the database format
21 * The data file contains several sections. Each begins with a line containing
22 * a number identifying the section, and ends with a line containing "-1".
24 * Section 3: Travel table. Each line contains a location number (X), a second
25 * location number (Y), and a list of motion numbers (see section 4).
26 * each motion represents a verb which will go to Y if currently at X.
27 * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
28 * If N<=300 it is the location to go to.
29 * If 300<N<=500 N-300 is used in a computed goto to
30 * a section of special code.
31 * If N>500 message N-500 from section 6 is printed,
32 * and he stays wherever he is.
33 * Meanwhile, M specifies the conditions on the motion.
34 * If M=0 it's unconditional.
35 * If 0<M<100 it is done with M% probability.
36 * If M=100 unconditional, but forbidden to dwarves.
37 * If 100<M<=200 he must be carrying object M-100.
38 * If 200<M<=300 must be carrying or in same room as M-200.
39 * If 300<M<=400 game.prop(M % 100) must *not* be 0.
40 * If 400<M<=500 game.prop(M % 100) must *not* be 1.
41 * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
42 * If the condition (if any) is not met, then the next *different*
43 * "destination" value is used (unless it fails to meet *its* conditions,
44 * in which case the next is found, etc.). Typically, the next dest will
45 * be for one of the same verbs, so that its only use is as the alternate
46 * destination for those verbs. For instance:
47 * 15 110022 29 31 34 35 23 43
49 * This says that, from loc 15, any of the verbs 29, 31, etc., will take
50 * him to 22 if he's carrying object 10, and otherwise will go to 14.
53 * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
54 * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
55 * Section 4: Vocabulary. Each line contains a number (n), a tab, and a
56 * five-letter word. Call M=N/1000. If M=0, then the word is a motion
57 * verb for use in travelling (see section 3). Else, if M=1, the word is
58 * an object. Else, if M=2, the word is an action verb (such as "carry"
59 * or "attack"). Else, if M=3, the word is a special case verb (such as
60 * "dig") and N % 1000 is an index into section 6. Objects from 50 to
61 * (currently, anyway) 79 are considered treasures (for pirate, closeout).
62 * Section 0: End of database.
64 * Other sections are obsolete and ignored */
83 // Global variables for use in functions below that can gradually disappear as code is cleaned up
86 static char INLINE[LINESIZE + 1];
90 // Storage for what comes out of the database
94 long TKEY[NLOCATIONS + 1];
95 long LINES[LINSIZ + 1];
96 long TRAVEL[TRVSIZ + 1];
97 long KTAB[TABSIZ + 1];
98 long ATAB[TABSIZ + 1];
100 static long GETTXT(long SKIP, long ONEWRD, long UPPER)
102 /* Take characters from an input line and pack them into 30-bit words.
103 * Skip says to skip leading blanks. ONEWRD says stop if we come to a
104 * blank. UPPER says to map all letters to uppercase. If we reach the
105 * end of the line, the word is filled up with blanks (which encode as 0's).
106 * If we're already at end of line when GETTXT is called, we return -1. */
109 static long SPLITTING = -1;
111 if (LNPOSN != SPLITTING)
117 if ((!SKIP) || INLINE[LNPOSN] != 0)
123 for (int I = 1; I <= TOKLEN; I++) {
125 if (LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
127 char current = INLINE[LNPOSN];
130 if (UPPER && current >= 37)
131 current = current - 26;
132 TEXT = TEXT + current;
136 if (SPLITTING != LNPOSN) {
142 TEXT = TEXT + current - 63;
150 static void MAPLIN(FILE *OPENED)
152 /* Read a line of input, from the specified input source,
153 * translate the chars to integers in the range 0-126 and store
154 * them in the common array "INLINE". Integer values are as follows:
155 * 0 = space [ASCII CODE 40 octal, 32 decimal]
156 * 1-2 = !" [ASCII 41-42 octal, 33-34 decimal]
157 * 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal]
158 * 11-36 = upper-case letters
159 * 37-62 = lower-case letters
160 * 63 = percent (%) [ASCII 45 octal, 37 decimal]
161 * 64-73 = digits, 0 through 9
162 * Remaining characters can be translated any way that is convenient;
163 * The "TYPE" routine below is used to map them back to characters when
164 * necessary. The above mappings are required so that certain special
165 * characters are known to fit in 6 bits and/or can be easily spotted.
166 * Array elements beyond the end of the line should be filled with 0,
167 * and LNLENG should be set to the index of the last character.
169 * If the data file uses a character other than space (e.g., tab) to
170 * separate numbers, that character should also translate to 0.
172 * This procedure may use the map1,map2 arrays to maintain static data for
173 * the mapping. MAP2(1) is set to 0 when the program starts
174 * and is not changed thereafter unless the routines on this page choose
178 if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, OPENED)) {
179 printf("Failed fgets()\n");
181 } while (!feof(OPENED) && INLINE[1] == '#');
184 for (size_t i = 1; i < sizeof(INLINE) && INLINE[i] != 0; ++i) {
185 char val = INLINE[i];
186 INLINE[i] = ascii_to_advent[(unsigned)val];
193 static long GETNUM(FILE *source)
195 /* Obtain the next integer from an input line. If K>0, we first read a
196 * new input line from a file; if K<0, we read a line from the keyboard;
197 * if K=0 we use a line that has already been read (and perhaps partially
198 * scanned). If we're at the end of the line or encounter an illegal
199 * character (not a digit, hyphen, or blank), we return 0. */
201 long DIGIT, GETNUM, sign;
203 if (source != NULL) MAPLIN(source);
206 while (INLINE[LNPOSN] == 0) {
207 if (LNPOSN > LNLENG) return (GETNUM);
211 if (INLINE[LNPOSN] != 9) {
217 while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
218 DIGIT = INLINE[LNPOSN] - 64;
219 if (DIGIT < 0 || DIGIT > 9) {
223 GETNUM = GETNUM * 10 + DIGIT;
227 GETNUM = GETNUM * sign;
232 /* Sections 1, 2, 5, 6, 10, 14. Skip these, they're all in YAML now. */
233 static void read_messages(FILE* database)
237 if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, database)) {
238 printf("Failed fgets()\n");
240 } while (!feof(database) && INLINE[1] == '#');
241 if (strncmp(INLINE + 1, "-1\n", 3) == 0)
246 /* The stuff for section 3 is encoded here. Each "from-location" gets a
247 * contiguous section of the "TRAVEL" array. Each entry in travel is
248 * newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
249 * this is the last entry for this location. KEY(N) is the index in travel
250 * of the first option at location N. */
251 static void read_section3_stuff(FILE* database)
254 while ((loc = GETNUM(database)) != -1) {
255 long newloc = GETNUM(NULL);
257 if (TKEY[loc] == 0) {
260 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
262 while ((L = GETNUM(NULL)) != 0) {
263 TRAVEL[TRVS] = newloc * 1000 + L;
266 BUG(TOO_MANY_TRAVEL_OPTIONS);
268 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
272 /* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
273 * the corresponding word. The -1 at the end of section 4 is left in KTAB
274 * as an end-marker. */
275 static void read_vocabulary(FILE* database)
277 for (TABNDX = 1; TABNDX <= TABSIZ; TABNDX++) {
278 KTAB[TABNDX] = GETNUM(database);
279 if (KTAB[TABNDX] == -1) return;
280 ATAB[TABNDX] = GETTXT(true, true, true);
282 BUG(TOO_MANY_VOCABULARY_WORDS);
285 /* Read in the initial locations for each object. Also the immovability info.
286 * plac contains initial locations of objects. FIXD is -1 for immovable
287 * objects (including the snake), or = second loc for two-placed objects. */
288 static void read_initial_locations(FILE* database)
291 while ((OBJ = GETNUM(database)) != -1) {
292 /* all done from YAML now */
296 /* Read default message numbers for action verbs. */
297 static void read_action_verb_message_nr(FILE* database)
300 while ((verb = GETNUM(database)) != -1) {
301 /* now declared in YAML */
305 /* Read info about available liquids and other conditions. */
306 static void read_conditions(FILE* database)
309 while ((K = GETNUM(database)) != -1) {
311 while ((loc = GETNUM(NULL)) != 0) {
312 continue; /* COND is no longer used */
318 /* Read data for hints. */
319 static void read_hints(FILE* database)
322 while ((K = GETNUM(database)) != -1) {
323 for (int I = 1; I <= 4; I++) {
324 /* consume - actual array-building now done in YAML. */
330 /* Read the sound/text info */
331 static void read_sound_text(FILE* database)
334 while ((K = GETNUM(database)) != -1) {
335 /* this stuff is in YAML now */
340 static int read_database(FILE* database)
342 /* Clear out the various text-pointer arrays. All text is stored
343 * in array lines; each line is preceded by a word pointing to
344 * the next pointer (i.e. the word following the end of the
345 * line). The pointer is negative if this is first line of a
346 * message. The text-pointer arrays contain indices of
347 * pointer-words in lines. PTEXT(N) points to
348 * message for game.prop(N)=0. Successive prop messages are
349 * found by chasing pointers. */
350 for (int I = 1; I <= NLOCATIONS; I++) {
358 /* Start new data section. Sect is the section number. */
361 long sect = GETNUM(database);
367 read_messages(database);
370 read_messages(database);
373 read_section3_stuff(database);
376 read_vocabulary(database);
379 read_messages(database);
382 read_messages(database);
385 read_initial_locations(database);
388 read_action_verb_message_nr(database);
391 read_conditions(database);
394 read_messages(database);
397 read_hints(database);
402 read_sound_text(database);
405 read_messages(database);
408 BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
413 /* Finish constructing internal data format */
415 /* Having read in the database, certain things are now constructed.
416 * game.propS are set to zero. The PLAC and FIXD arrays are used
417 * to set up game.atloc(N) as the first object at location N, and
418 * game.link(OBJ) as the next object at the same location as OBJ.
419 * (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
420 * still the correct link to use.) game.abbrev is zeroed; it controls
421 * whether the abbreviated description is printed. Counts modulo 5
422 * unless "LOOK" is used. */
424 static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
426 fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
427 for (int i = 0; i < dim; ++i) {
430 fprintf(header_file, "\n");
431 fprintf(header_file, " ");
433 fprintf(header_file, "%ld, ", array[i]);
435 fprintf(header_file, "\n});\n");
438 static void write_file(FILE* header_file)
440 fprintf(header_file, "#ifndef DATABASE_H\n");
441 fprintf(header_file, "#define DATABASE_H\n");
442 fprintf(header_file, "\n");
444 fprintf(header_file, "#include \"common.h\"\n");
445 fprintf(header_file, "#define TABSIZ 330\n");
446 fprintf(header_file, "#define TOKLEN %d\n", TOKLEN);
447 fprintf(header_file, "\n");
449 fprintf(header_file, "\n");
450 fprintf(header_file, "#ifdef DEFINE_GLOBALS_FROM_INCLUDES\n");
451 fprintf(header_file, "#define LOCATION\n");
452 fprintf(header_file, "#define INITIALIZE(...) __VA_ARGS__\n");
453 fprintf(header_file, "#else\n");
454 fprintf(header_file, "#define LOCATION extern\n");
455 fprintf(header_file, "#define INITIALIZE(...)\n");
456 fprintf(header_file, "#endif\n");
457 fprintf(header_file, "\n");
460 write_1d(header_file, TKEY, NLOCATIONS + 1, "TKEY");
461 write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
462 write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
463 write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
465 fprintf(header_file, "#undef LOCATION\n");
466 fprintf(header_file, "#undef INITIALIZE\n");
467 fprintf(header_file, "#endif\n");
470 void bug(enum bugtype num, const char *error_string)
472 fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
478 FILE* database = fopen("adventure.text", "r");
479 read_database(database);
482 FILE* header_file = fopen("database.h", "w");
483 write_file(header_file);
486 return (EXIT_SUCCESS);