# movement rules to the travel array that's actually used by
# playermove(). This program first compiles the YAML to a form
# identical to the data in section 3 of the old adventure.text file,
-# then a second stage packs that data into the travel array.
+# then a second stage unpacks that data into the travel array.
#
# Here are the rules of the intermediate form:
#
const long message;
}} action_t;
+typedef struct {{
+ const long motion;
+ const long dest;
+ const bool stop;
+}} travelop_t;
+
+/* Abstract out the encoding of words in the travel array. Gives us
+ * some hope of getting to a less cryptic representation than we
+ * inherited from FORTRAN, someday. To understand these, read the
+ * encoding description for travel.
+ */
+#define T_DESTINATION(entry) MOD((entry).dest, 1000)
+#define T_NODWARVES(entry) ((entry).dest / 1000 == 100)
+#define T_HIGH(entry) ((entry).dest)
+#define T_TERMINATE(entry) ((entry).motion == 1)
+#define L_SPEAK(loc) ((loc) - 500)
+
extern const location_t locations[];
extern const object_t objects[];
extern const char* arbitrary_messages[];
extern long conditions[];
extern const motion_t motions[];
extern const action_t actions[];
-extern const long travel[];
+extern const travelop_t travel[];
extern const long tkey[];
#define NLOCATIONS {}
{}
+const travelop_t travel[] = {{
{}
+}};
/* end */
"""
elif cond[0] == "not":
# FIXME: Allow named as well as numbered states
try:
- return 300 + objnames.index(cond[1]) + 100 * cond[2]
+ obj = objnames.index(cond[1])
+ if type(cond[2]) == int:
+ state = cond[2]
+ else:
+ for (i, stateclause) in enumerate(objs[obj][1]["longs"]):
+ if type(stateclause) == list:
+ if stateclause[0] == cond[2]:
+ state = i
+ break
+ else:
+ sys.stderr.write("dungeon: unmatched state symbol %s in not clause of %s\n" % (cond[2], name))
+ sys.exit(0);
+ return 300 + obj + 100 * state
except ValueError:
sys.stderr.write("dungeon: unknown object name %s in not clause of %s\n" % (cond[1], name))
sys.exit(1)
# }
# TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
# }
- travel = [0]
+ #
+ # In order to de-crypticize the runtime code, we're going to break these
+ # magic numbers up into a struct.
+ travel = [[0, 0, False]]
tkey = [0]
oldloc = 0
while ltravel:
if loc != oldloc:
tkey.append(len(travel))
oldloc = loc
- if travel:
- travel[-1] *= -1
+ elif travel:
+ travel[-1][2] = not travel[-1][2]
while rule:
- travel.append(rule.pop(0) + newloc * 1000)
- travel[-1] *= -1
+ travel.append([rule.pop(0), newloc, False])
+ travel[-1][2] = True
return (travel, tkey)
+def get_travel(travel):
+ template = """ {{
+ .motion = {},
+ .dest = {},
+ .stop = {},
+ }},
+"""
+ out = ""
+ for entry in travel:
+ out += template.format(entry[0], entry[1], entry[2]).lower()
+ out = out[:-1] # trim trailing newline
+ return out
+
if __name__ == "__main__":
with open(yaml_name, "r") as f:
db = yaml.load(f)
get_motions(db["motions"]),
get_actions(db["actions"]),
"const long tkey[] = {%s};" % bigdump(tkey),
- "const long travel[] = {%s};" % bigdump(travel),
+ get_travel(travel),
)
h = h_template.format(