/*
* The dungeon compiler. Turns adventure.text into a set of C initializers
- * defining (mostly) invariant state. A couple of slots are messed with
- * at runtime.
+ * defining invariant state.
*/
+/* Current limits:
+ * 12600 words of message text (LINES, LINSIZ).
+ * 885 travel options (TRAVEL, TRVSIZ).
+ * 330 vocabulary words (KTAB, ATAB, TABSIZ).
+ * 35 "action" verbs (ACTSPK, VRBSIZ).
+ * 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,
+ * so there can't be more than 1000 words.) These upper limits are:
+ * 1000 non-synonymous vocabulary words
+ * 300 locations
+ * 100 objects
+ */
+
+/* Description of the database format
+ *
+ *
+ * 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
+ * an object. Else, if M=2, the word is an action verb (such as "carry"
+ * or "attack"). Else, if M=3, the word is a special case verb (such as
+ * "dig") and N % 1000 is an index into section 6. Objects from 50 to
+ * (currently, anyway) 79 are considered treasures (for pirate, closeout).
+ * Section 8: Action defaults. Each line contains an "action-verb" number and
+ * the index (in section 6) of the default message for the verb.
+ * Section 0: End of database.
+ *
+ * Other sections are obsolete and ignored */
+
#define LINESIZE 100
-#define RTXSIZ 277
#define CLSMAX 12
#define LINSIZ 12600
#define TRNSIZ 5
#define VRBSIZ 35
#define TRVSIZ 885
#define TOKLEN 5
-#define HINTLEN 5
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <unistd.h>
+#include <string.h>
+#include "newdb.h"
#include "common.h"
// Global variables for use in functions below that can gradually disappear as code is cleaned up
static long LNPOSN;
static char INLINE[LINESIZE + 1];
static long OLDLOC;
+static long LINUSE;
// Storage for what comes out of the database
-long LINUSE;
long TRVS;
-long CLSSES;
long TRNVLS;
long TABNDX;
-long HNTMAX;
-long PTEXT[NOBJECTS + 1];
-long RTEXT[RTXSIZ + 1];
-long CTEXT[CLSMAX + 1];
-long OBJSND[NOBJECTS + 1];
-long OBJTXT[NOBJECTS + 1];
-long STEXT[LOCSIZ + 1];
-long LTEXT[LOCSIZ + 1];
-long COND[LOCSIZ + 1];
-long KEY[LOCSIZ + 1];
-long LOCSND[LOCSIZ + 1];
+long KEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
-long CVAL[CLSMAX + 1];
-long TTEXT[TRNSIZ + 1];
-long TRNVAL[TRNSIZ + 1];
long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
long ATAB[TABSIZ + 1];
-long PLAC[NOBJECTS + 1];
-long FIXD[NOBJECTS + 1];
long ACTSPK[VRBSIZ + 1];
-long HINTS[HNTSIZ + 1][HINTLEN];
-
-
-static bool is_set(long var, long position)
-{
- long mask = 1l << position;
- bool result = (var & mask) == mask;
- return (result);
-}
static long GETTXT(long SKIP, long ONEWRD, long UPPER)
{
return (GETNUM);
}
-/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
-static void read_messages(FILE* database, long sect)
+/* Sections 1, 2, 5, 6, 10, 14. Skip these, they're all in YAML now. */
+static void read_messages(FILE* database)
{
- long KK = LINUSE;
while (true) {
- long loc;
- LINUSE = KK;
- loc = GETNUM(database);
- if (LNLENG >= LNPOSN + 70)
- BUG(MESSAGE_LINE_GT_70_CHARACTERS);
- if (loc == -1) return;
- if (LNLENG < LNPOSN)
- BUG(NULL_LINE_IN_MESSAGE);
- do {
- KK = KK + 1;
- if (KK >= LINSIZ)
- BUG(TOO_MANY_WORDS_OF_MESSAGES);
- LINES[KK] = GETTXT(false, false, false);
- } while (LINES[KK] != -1);
- LINES[LINUSE] = KK;
- if (loc == OLDLOC) continue;
- OLDLOC = loc;
- LINES[LINUSE] = -KK;
- if (sect == 14) {
- TRNVLS = TRNVLS + 1;
- if (TRNVLS > TRNSIZ)
- BUG(TOO_MANY_CLASS_OR_TURN_MESSAGES);
- TTEXT[TRNVLS] = LINUSE;
- TRNVAL[TRNVLS] = loc;
- continue;
- }
- if (sect == 10) {
- CLSSES = CLSSES + 1;
- if (CLSSES > CLSMAX)
- BUG(TOO_MANY_CLASS_OR_TURN_MESSAGES);
- CTEXT[CLSSES] = LINUSE;
- CVAL[CLSSES] = loc;
- continue;
- }
- if (sect == 6) {
- if (loc > RTXSIZ)
- BUG(TOO_MANY_RTEXT_MESSAGES);
- RTEXT[loc] = LINUSE;
- continue;
- }
- if (sect == 5) {
- if (loc > 0 && loc <= NOBJECTS)PTEXT[loc] = LINUSE;
- continue;
- }
- if (loc > LOCSIZ)
- BUG(TOO_MANY_LOCATIONS);
- if (sect == 1) {
- LTEXT[loc] = LINUSE;
- continue;
- }
-
- STEXT[loc] = LINUSE;
+ do {
+ if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, database)) {
+ printf("Failed fgets()\n");
+ }
+ } while (!feof(database) && INLINE[1] == '#');
+ if (strncmp(INLINE + 1, "-1\n", 3) == 0)
+ break;
}
}
{
long OBJ;
while ((OBJ = GETNUM(database)) != -1) {
- PLAC[OBJ] = GETNUM(NULL);
- FIXD[OBJ] = GETNUM(NULL);
+ /* all done from YAML now */
}
}
}
}
-/* Read info about available liquids and other conditions, store in COND. */
+/* Read info about available liquids and other conditions. */
static void read_conditions(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long loc;
while ((loc = GETNUM(NULL)) != 0) {
- if (is_set(COND[loc], K))
- BUG(LOCATION_HAS_CONDITION_BIT_BEING_SET_TWICE);
- COND[loc] = COND[loc] + (1l << K);
+ continue; /* COND is no longer used */
}
}
}
static void read_hints(FILE* database)
{
long K;
- HNTMAX = 0;
while ((K = GETNUM(database)) != -1) {
- if (K <= 0 || K > HNTSIZ)
- BUG(TOO_MANY_HINTS);
for (int I = 1; I <= 4; I++) {
- HINTS[K][I] = GETNUM(NULL);
+ /* consume - actual array-building now done in YAML. */
+ GETNUM(NULL);
} /* end loop */
- HNTMAX = (HNTMAX > K ? HNTMAX : K);
}
}
-/* Read the sound/text info, store in OBJSND, OBJTXT, LOCSND. */
+/* Read the sound/text info */
static void read_sound_text(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
- long KK = GETNUM(NULL);
- long I = GETNUM(NULL);
- if (I != 0) {
- OBJSND[K] = (KK > 0 ? KK : 0);
- OBJTXT[K] = (I > 0 ? I : 0);
- continue;
- }
-
- LOCSND[K] = KK;
+ /* this stuff is in YAML now */
}
}
static int read_database(FILE* database)
{
-
- /* Clear out the various text-pointer arrays. All text is stored in array
- * lines; each line is preceded by a word pointing to the next pointer (i.e.
- * the word following the end of the line). The pointer is negative if this is
- * first line of a message. The text-pointer arrays contain indices of
- * pointer-words in lines. STEXT(N) is short description of location N.
- * LTEXT(N) is long description. PTEXT(N) points to message for game.prop(N)=0.
- * Successive prop messages are found by chasing pointers. RTEXT contains
- * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
- * section 14. We also clear COND (see description of section 9 for details). */
-
- for (int I = 1; I <= NOBJECTS; I++) {
- PTEXT[I] = 0;
- OBJSND[I] = 0;
- OBJTXT[I] = 0;
- }
- for (int I = 1; I <= RTXSIZ; I++) {
- RTEXT[I] = 0;
- }
- for (int I = 1; I <= CLSMAX; I++) {
- CTEXT[I] = 0;
- }
- for (int I = 1; I <= LOCSIZ; I++) {
- STEXT[I] = 0;
- LTEXT[I] = 0;
- COND[I] = 0;
+ /* Clear out the various text-pointer arrays. All text is stored
+ * in array lines; each line is preceded by a word pointing to
+ * the next pointer (i.e. the word following the end of the
+ * line). The pointer is negative if this is first line of a
+ * message. The text-pointer arrays contain indices of
+ * 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;
- LOCSND[I] = 0;
}
LINUSE = 1;
TRVS = 1;
- CLSSES = 0;
TRNVLS = 0;
/* Start new data section. Sect is the section number. */
case 0:
return (0);
case 1:
- read_messages(database, sect);
+ read_messages(database);
break;
case 2:
- read_messages(database, sect);
+ read_messages(database);
break;
case 3:
read_section3_stuff(database);
read_vocabulary(database);
break;
case 5:
- read_messages(database, sect);
+ read_messages(database);
break;
case 6:
- read_messages(database, sect);
+ read_messages(database);
break;
case 7:
read_initial_locations(database);
read_conditions(database);
break;
case 10:
- read_messages(database, sect);
+ read_messages(database);
break;
case 11:
read_hints(database);
read_sound_text(database);
break;
case 14:
- read_messages(database, sect);
+ read_messages(database);
break;
default:
BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
/* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed.
- * game.propS are set to zero. We finish setting up COND by checking for
- * forced-motion travel entries. The PLAC and FIXD arrays are used
+ * game.propS are set to zero. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ.
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
* whether the abbreviated description is printed. Counts modulo 5
* unless "LOOK" is used. */
-static void write_0d(FILE* header_file, long single, const char* varname)
-{
- fprintf(header_file, "LOCATION long %s INITIALIZE(= %ld);\n", varname, single);
-}
-
static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
{
fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
fprintf(header_file, "\n});\n");
}
-static void write_hints(FILE* header_file, long matrix[][HINTLEN], long dim1, long dim2, const char* varname)
-{
- fprintf(header_file, "LOCATION long %s[][%ld] INITIALIZE(= {\n", varname, dim2);
- for (int i = 0; i < dim1; ++i) {
- fprintf(header_file, " {");
- for (int j = 0; j < dim2; ++j) {
- fprintf(header_file, "%ld, ", matrix[i][j]);
- }
- fprintf(header_file, "},\n");
- }
- fprintf(header_file, "});\n");
-}
-
static void write_file(FILE* header_file)
{
fprintf(header_file, "#ifndef DATABASE_H\n");
fprintf(header_file, "#include \"common.h\"\n");
fprintf(header_file, "#define TABSIZ 330\n");
- fprintf(header_file, "#define HNTSIZ 20\n");
fprintf(header_file, "#define TOKLEN %d\n", TOKLEN);
fprintf(header_file, "\n");
fprintf(header_file, "\n");
// content variables
- write_0d(header_file, TRNVLS, "TRNVLS");
- write_0d(header_file, HNTMAX, "HNTMAX");
- write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND");
- write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
- write_1d(header_file, COND, LOCSIZ + 1, "COND");
- write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
- write_1d(header_file, LOCSND, LOCSIZ + 1, "LOCSND");
- write_1d(header_file, CVAL, CLSMAX + 1, "CVAL");
- write_1d(header_file, TRNVAL, TRNSIZ + 1, "TRNVAL");
+ 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");
- write_1d(header_file, PLAC, NOBJECTS + 1, "PLAC");
- write_1d(header_file, FIXD, NOBJECTS + 1, "FIXD");
write_1d(header_file, ACTSPK, VRBSIZ + 1, "ACTSPK");
- write_hints(header_file, HINTS, HNTSIZ + 1, 5, "HINTS");
fprintf(header_file, "#undef LOCATION\n");
fprintf(header_file, "#undef INITIALIZE\n");
void bug(enum bugtype num, const char *error_string)
{
- fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
- exit(EXIT_FAILURE);
+ fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
+ exit(EXIT_FAILURE);
}
int main(void)