/* Current limits:
* 12600 words of message text (LINES, LINSIZ).
- * 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* The data file contains several sections. Each begins with a line containing
* a number identifying the section, and ends with a line containing "-1".
*
- * Section 3: Travel table. Each line contains a location number (X), a second
- * location number (Y), and a list of motion numbers (see section 4).
- * each motion represents a verb which will go to Y if currently at X.
- * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
- * If N<=300 it is the location to go to.
- * If 300<N<=500 N-300 is used in a computed goto to
- * a section of special code.
- * If N>500 message N-500 from section 6 is printed,
- * and he stays wherever he is.
- * Meanwhile, M specifies the conditions on the motion.
- * If M=0 it's unconditional.
- * If 0<M<100 it is done with M% probability.
- * If M=100 unconditional, but forbidden to dwarves.
- * If 100<M<=200 he must be carrying object M-100.
- * If 200<M<=300 must be carrying or in same room as M-200.
- * If 300<M<=400 game.prop(M % 100) must *not* be 0.
- * If 400<M<=500 game.prop(M % 100) must *not* be 1.
- * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
- * If the condition (if any) is not met, then the next *different*
- * "destination" value is used (unless it fails to meet *its* conditions,
- * in which case the next is found, etc.). Typically, the next dest will
- * be for one of the same verbs, so that its only use is as the alternate
- * destination for those verbs. For instance:
- * 15 110022 29 31 34 35 23 43
- * 15 14 29
- * This says that, from loc 15, any of the verbs 29, 31, etc., will take
- * him to 22 if he's carrying object 10, and otherwise will go to 14.
- * 11 303008 49
- * 11 9 50
- * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
- * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
* five-letter word. Call M=N/1000. If M=0, then the word is a motion
* verb for use in travelling (see section 3). Else, if M=1, the word is
* Other sections are obsolete and ignored */
#define LINESIZE 100
-#define CLSMAX 12
#define LINSIZ 12600
-#define TRNSIZ 5
#define TABSIZ 330
#define VRBSIZ 35
-#define TRVSIZ 885
#define TOKLEN 5
#include <stdio.h>
static long LINUSE;
// Storage for what comes out of the database
-long TRVS;
-long TRNVLS;
long TABNDX;
-long KEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
-long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
long ATAB[TABSIZ + 1];
* scanned). If we're at the end of the line or encounter an illegal
* character (not a digit, hyphen, or blank), we return 0. */
- long DIGIT, GETNUM, SIGN;
+ long GETNUM, sign;
if (source != NULL) MAPLIN(source);
GETNUM = 0;
}
if (INLINE[LNPOSN] != 9) {
- SIGN = 1;
+ sign = 1;
} else {
- SIGN = -1;
+ sign = -1;
LNPOSN = LNPOSN + 1;
}
while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
- DIGIT = INLINE[LNPOSN] - 64;
+ long DIGIT = INLINE[LNPOSN] - 64;
if (DIGIT < 0 || DIGIT > 9) {
GETNUM = 0;
break;
LNPOSN = LNPOSN + 1;
}
- GETNUM = GETNUM * SIGN;
+ GETNUM = GETNUM * sign;
LNPOSN = LNPOSN + 1;
return (GETNUM);
}
}
/* The stuff for section 3 is encoded here. Each "from-location" gets a
- * contiguous section of the "TRAVEL" array. Each entry in travel is
+ * contiguous section of the "travel" array. Each entry in travel is
* newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
{
long loc;
while ((loc = GETNUM(database)) != -1) {
- long newloc = GETNUM(NULL);
- long L;
- if (KEY[loc] == 0) {
- KEY[loc] = TRVS;
- } else {
- TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
- }
- while ((L = GETNUM(NULL)) != 0) {
- TRAVEL[TRVS] = newloc * 1000 + L;
- TRVS = TRVS + 1;
- if (TRVS == TRVSIZ)
- BUG(TOO_MANY_TRAVEL_OPTIONS);
- }
- TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
+ /* Now done from YAML */
}
}
* pointer-words in lines. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. */
- for (int I = 1; I <= NLOCATIONS; I++) {
- KEY[I] = 0;
- }
LINUSE = 1;
- TRVS = 1;
- TRNVLS = 0;
/* Start new data section. Sect is the section number. */
fprintf(header_file, "\n");
// content variables
- write_1d(header_file, KEY, NLOCATIONS + 1, "KEY");
- write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");