#!/usr/bin/python3
-# This is the new open-adventure dungeon generator. It'll eventually replace the existing dungeon.c It currently outputs a .h and .c pair for C code.
-
-import yaml
+# This is the new open-adventure dungeon generator. It'll eventually
+# replace the existing dungeon.c It currently outputs a .h and .c pair
+# for C code.
+#
+# The nontrivial part of this is the compilation of the YAML for
+# 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 unpacks that data into the travel array.
+#
+# Here are the rules of the intermediate form:
+#
+# Each row of data 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).
+
+import sys, yaml
yaml_name = "adventure.yaml"
h_name = "newdb.h"
c_name = "newdb.c"
+statedefines = ""
+
h_template = """/* Generated from adventure.yaml - do not hand-hack! */
#ifndef NEWDB_H
#define NEWDB_H
#include <stdio.h>
+#include <stdbool.h>
+
+#define SILENT -1 /* no sound */
+
+/* Symbols for cond bits */
+#define COND_LIT 0 /* Light */
+#define COND_OILY 1 /* If bit 2 is on: on for oil, off for water */
+#define COND_FLUID 2 /* Liquid asset, see bit 1 */
+#define COND_NOARRR 3 /* Pirate doesn't go here unless following */
+#define COND_NOBACK 4 /* Cannot use "back" to move away */
+#define COND_ABOVE 5
+#define COND_DEEP 6 /* Deep - e.g where dwarves are active */
+#define COND_FOREST 7 /* In the forest */
+#define COND_FORCED 8 /* Only one way in or out of here */
+/* Bits past 10 indicate areas of interest to "hint" routines */
+#define COND_HBASE 10 /* Base for location hint bits */
+#define COND_HCAVE 11 /* Trying to get into cave */
+#define COND_HBIRD 12 /* Trying to catch bird */
+#define COND_HSNAKE 13 /* Trying to deal with snake */
+#define COND_HMAZE 14 /* Lost in maze */
+#define COND_HDARK 15 /* Pondering dark room */
+#define COND_HWITT 16 /* At Witt's End */
+#define COND_HCLIFF 17 /* Cliff with urn */
+#define COND_HWOODS 18 /* Lost in forest */
+#define COND_HOGRE 19 /* Trying to deal with ogre */
+#define COND_HJADE 20 /* Found all treasures except jade */
typedef struct {{
const char* inventory;
+ int plac, fixd;
+ bool is_treasure;
const char** longs;
-}} object_description_t;
+ const char** sounds;
+ const char** texts;
+}} object_t;
typedef struct {{
const char* small;
typedef struct {{
descriptions_t description;
+ const long sound;
+ const bool loud;
}} location_t;
typedef struct {{
const char* hint;
}} hint_t;
-extern location_t locations[];
-extern object_description_t object_descriptions[];
+typedef struct {{
+ const char** words;
+}} motion_t;
+
+typedef struct {{
+ const char** words;
+ 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 const class_t classes[];
-extern turn_threshold_t turn_thresholds[];
-extern obituary_t obituaries[];
-extern hint_t hints[];
-
-extern const size_t CLSSES;
-extern const int maximum_deaths;
-extern const int turn_threshold_count;
-#define HINT_COUNT {}
+extern const turn_threshold_t turn_thresholds[];
+extern const obituary_t obituaries[];
+extern const hint_t hints[];
+extern long conditions[];
+extern const motion_t motions[];
+extern const action_t actions[];
+extern const travelop_t travel[];
+extern const long tkey[];
+
+#define NLOCATIONS {}
+#define NOBJECTS {}
+#define NHINTS {}
+#define NCLASSES {}
+#define NDEATHS {}
+#define NTHRESHOLDS {}
+#define NACTIONS {}
+#define NTRAVEL {}
+#define NKEYS {}
enum arbitrary_messages_refs {{
{}
{}
}};
-enum object_descriptions_refs {{
+enum object_refs {{
{}
}};
+enum motion_refs {{
+{}
+}};
+
+enum action_refs {{
+{}
+}};
+
+/* State definitions */
+
+{}
#endif /* end NEWDB_H */
"""
c_template = """/* Generated from adventure.yaml - do not hand-hack! */
+#include "common.h"
#include "{}"
const char* arbitrary_messages[] = {{
{}
}};
-turn_threshold_t turn_thresholds[] = {{
+const turn_threshold_t turn_thresholds[] = {{
{}
}};
-location_t locations[] = {{
+const location_t locations[] = {{
{}
}};
-object_description_t object_descriptions[] = {{
+const object_t objects[] = {{
{}
}};
-obituary_t obituaries[] = {{
+const obituary_t obituaries[] = {{
{}
}};
-hint_t hints[] = {{
+const hint_t hints[] = {{
{}
}};
-const size_t CLSSES = {};
-const int maximum_deaths = {};
-const int turn_threshold_count = {};
+long conditions[] = {{
+{}
+}};
+
+const motion_t motions[] = {{
+{}
+}};
+
+const action_t actions[] = {{
+{}
+}};
+
+{}
+
+const travelop_t travel[] = {{
+{}
+}};
/* end */
"""
return trn_str
def get_locations(loc):
- template = """ {{
+ template = """ {{ // {}
.description = {{
.small = {},
.big = {},
}},
+ .sound = {},
+ .loud = {},
}},
"""
loc_str = ""
- for item in loc:
+ for (i, item) in enumerate(loc):
short_d = make_c_string(item[1]["description"]["short"])
long_d = make_c_string(item[1]["description"]["long"])
- loc_str += template.format(short_d, long_d)
+ sound = item[1].get("sound", "SILENT")
+ loud = "true" if item[1].get("loud") else "false"
+ loc_str += template.format(i, short_d, long_d, sound, loud)
loc_str = loc_str[:-1] # trim trailing newline
return loc_str
-def get_object_descriptions(obj):
- template = """ {{
+def get_objects(obj):
+ template = """ {{ // {}
.inventory = {},
+ .plac = {},
+ .fixd = {},
+ .is_treasure = {},
.longs = (const char* []) {{
+{}
+ }},
+ .sounds = (const char* []) {{
+{}
+ }},
+ .texts = (const char* []) {{
{}
}},
}},
"""
obj_str = ""
- for item in obj:
- i_msg = make_c_string(item[1]["inventory"])
+ for (i, item) in enumerate(obj):
+ attr = item[1]
+ i_msg = make_c_string(attr["inventory"])
longs_str = ""
- if item[1]["longs"] == None:
+ if attr["longs"] == None:
longs_str = " " * 12 + "NULL,"
else:
- for l_msg in item[1]["longs"]:
+ labels = []
+ for l_msg in attr["longs"]:
+ if not isinstance(l_msg, str):
+ labels.append(l_msg)
+ l_msg = l_msg[1]
longs_str += " " * 12 + make_c_string(l_msg) + ",\n"
longs_str = longs_str[:-1] # trim trailing newline
- obj_str += template.format(i_msg, longs_str)
+ if labels:
+ global statedefines
+ statedefines += "/* States for %s */\n" % item[0]
+ for (i, (label, message)) in enumerate(labels):
+ if len(message) >= 45:
+ message = message[:45] + "..."
+ statedefines += "#define %s\t%d /* %s */\n" % (label, i, message)
+ statedefines += "\n"
+ sounds_str = ""
+ if attr.get("sounds") == None:
+ sounds_str = " " * 12 + "NULL,"
+ else:
+ for l_msg in attr["sounds"]:
+ sounds_str += " " * 12 + make_c_string(l_msg) + ",\n"
+ sounds_str = sounds_str[:-1] # trim trailing newline
+ texts_str = ""
+ if attr.get("texts") == None:
+ texts_str = " " * 12 + "NULL,"
+ else:
+ for l_msg in attr["texts"]:
+ texts_str += " " * 12 + make_c_string(l_msg) + ",\n"
+ texts_str = texts_str[:-1] # trim trailing newline
+ locs = attr.get("locations", ["LOC_NOWHERE", "LOC_NOWHERE"])
+ immovable = attr.get("immovable", False)
+ try:
+ if type(locs) == str:
+ locs = [locnames.index(locs), -1 if immovable else 0]
+ else:
+ locs = [locnames.index(x) for x in locs]
+ except IndexError:
+ sys.stderr.write("dungeon: unknown object location in %s\n" % locs)
+ sys.exit(1)
+ treasure = "true" if attr.get("treasure") else "false"
+ obj_str += template.format(i, i_msg, locs[0], locs[1], treasure, longs_str, sounds_str, texts_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
"""
hnt_str = ""
md = dict(arb)
- for item in hnt:
+ for member in hnt:
+ item = member["hint"]
number = item["number"]
penalty = item["penalty"]
turns = item["turns"]
- question = make_c_string(md[item["question"]])
- hint = make_c_string(md[item["hint"]])
+ question = make_c_string(item["question"])
+ hint = make_c_string(item["hint"])
hnt_str += template.format(number, penalty, turns, question, hint)
hnt_str = hnt_str[:-1] # trim trailing newline
return hnt_str
+def get_condbits(locations):
+ cnd_str = ""
+ for (name, loc) in locations:
+ conditions = loc["conditions"]
+ hints = loc.get("hints") or []
+ flaglist = []
+ for flag in conditions:
+ if conditions[flag]:
+ flaglist.append(flag)
+ line = "|".join([("(1<<COND_%s)" % f) for f in flaglist])
+ trail = "|".join([("(1<<COND_H%s)" % f['name']) for f in hints])
+ if trail:
+ line += "|" + trail
+ if line.startswith("|"):
+ line = line[1:]
+ if not line:
+ line = "0"
+ cnd_str += " " + line + ",\t// " + name + "\n"
+ return cnd_str
+
+def recompose(type_word, value):
+ "Compose the internal code for a vocabulary word from its YAML entry"
+ parts = ("motion", "action", "object", "special")
+ try:
+ return value + 1000 * parts.index(type_word)
+ except KeyError:
+ sys.stderr.write("dungeon: %s is not a known word\n" % word)
+ sys.exit(1)
+ except IndexError:
+ sys.stderr.write("%s is not a known word classifier\n" % attrs["type"])
+ sys.exit(1)
+
+def get_motions(motions):
+ template = """ {{
+ .words = {},
+ }},
+"""
+ mot_str = ""
+ for motion in motions:
+ contents = motion[1]
+ if contents["words"] == None:
+ mot_str += template.format("NULL")
+ continue
+ c_words = [make_c_string(s) for s in contents["words"]]
+ words_str = "(const char* []) {" + ", ".join(c_words) + "}"
+ mot_str += template.format(words_str)
+ return mot_str
+
+def get_actions(actions):
+ template = """ {{
+ .words = {},
+ .message = {},
+ }},
+"""
+ act_str = ""
+ for action in actions:
+ contents = action[1]
+
+ if contents["words"] == None:
+ words_str = "NULL"
+ else:
+ c_words = [make_c_string(s) for s in contents["words"]]
+ words_str = "(const char* []) {" + ", ".join(c_words) + "}"
+
+ if contents["message"] == None:
+ message = "NO_MESSAGE"
+ else:
+ message = contents["message"]
+
+ act_str += template.format(words_str, message)
+ act_str = act_str[:-1] # trim trailing newline
+ return act_str
+
+def bigdump(arr):
+ out = ""
+ for (i, entry) in enumerate(arr):
+ if i % 10 == 0:
+ if out and out[-1] == ' ':
+ out = out[:-1]
+ out += "\n "
+ out += str(arr[i]) + ", "
+ out = out[:-2] + "\n"
+ return out
+
+def buildtravel(locs, objs, voc):
+ ltravel = []
+ verbmap = {}
+ for entry in db["vocabulary"]:
+ if entry["type"] == "motion" and entry["value"] not in verbmap:
+ verbmap[entry["word"]] = entry["value"]
+ def dencode(action, name):
+ "Decode a destination number"
+ if action[0] == "goto":
+ try:
+ return locnames.index(action[1])
+ except ValueError:
+ sys.stderr.write("dungeon: unknown location %s in goto clause of %s\n" % (cond[1], name))
+ elif action[0] == "special":
+ return 300 + action[1]
+ elif action[0] == "speak":
+ try:
+ return 500 + msgnames.index(action[1])
+ except ValueError:
+ sys.stderr.write("dungeon: unknown location %s in carry clause of %s\n" % (cond[1], name))
+ else:
+ print(cond)
+ raise ValueError
+ def cencode(cond, name):
+ if cond is None:
+ return 0;
+ elif cond[0] == "pct":
+ return cond[1]
+ elif cond[0] == "carry":
+ try:
+ return 100 + objnames.index(cond[1])
+ except ValueError:
+ sys.stderr.write("dungeon: unknown object name %s in carry clause of %s\n" % (cond[1], name))
+ sys.exit(1)
+ elif cond[0] == "with":
+ try:
+ return 200 + objnames.index(cond[1])
+ except IndexError:
+ sys.stderr.write("dungeon: unknown object name %s in with clause of \n" % (cond[1], name))
+ sys.exit(1)
+ elif cond[0] == "not":
+ # FIXME: Allow named as well as numbered states
+ try:
+ 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)
+ else:
+ print(cond)
+ raise ValueError
+
+ for (i, (name, loc)) in enumerate(locs):
+ if "travel" in loc:
+ for rule in loc["travel"]:
+ tt = [i]
+ dest = dencode(rule["action"], name) + 1000 * cencode(rule.get("cond"), name)
+ tt.append(dest)
+ tt += [verbmap[e] for e in rule["verbs"]]
+ if not rule["verbs"]:
+ tt.append(1)
+ ltravel.append(tuple(tt))
+
+ # At this point the ltravel data is in the Section 3
+ # representation from the FORTRAN version. Next we perform the
+ # same mapping into the runtime format. This was the C translation
+ # of the FORTRAN code:
+ # long loc;
+ # while ((loc = GETNUM(database)) != -1) {
+ # long newloc = GETNUM(NULL);
+ # long L;
+ # if (TKEY[loc] == 0) {
+ # TKEY[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];
+ # }
+ #
+ # 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:
+ rule = list(ltravel.pop(0))
+ loc = rule.pop(0)
+ newloc = rule.pop(0)
+ if loc != oldloc:
+ tkey.append(len(travel))
+ oldloc = loc
+ elif travel:
+ travel[-1][2] = not travel[-1][2]
+ while rule:
+ 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)
- h = h_template.format(
- len(db["hints"]),
- get_refs(db["arbitrary_messages"]),
- get_refs(db["locations"]),
- get_refs(db["object_descriptions"]),
- )
+ locnames = [x[0] for x in db["locations"]]
+ msgnames = [el[0] for el in db["arbitrary_messages"]]
+ objnames = [el[0] for el in db["objects"]]
+
+ (travel, tkey) = buildtravel(db["locations"],
+ db["objects"],
+ db["vocabulary"])
c = c_template.format(
h_name,
get_class_messages(db["classes"]),
get_turn_thresholds(db["turn_thresholds"]),
get_locations(db["locations"]),
- get_object_descriptions(db["object_descriptions"]),
+ get_objects(db["objects"]),
get_obituaries(db["obituaries"]),
get_hints(db["hints"], db["arbitrary_messages"]),
- len(db["classes"]),
+ get_condbits(db["locations"]),
+ get_motions(db["motions"]),
+ get_actions(db["actions"]),
+ "const long tkey[] = {%s};" % bigdump(tkey),
+ get_travel(travel),
+ )
+
+ h = h_template.format(
+ len(db["locations"])-1,
+ len(db["objects"])-1,
+ len(db["hints"]),
+ len(db["classes"])-1,
len(db["obituaries"]),
len(db["turn_thresholds"]),
+ len(db["actions"]),
+ len(travel),
+ len(tkey),
+ get_refs(db["arbitrary_messages"]),
+ get_refs(db["locations"]),
+ get_refs(db["objects"]),
+ get_refs(db["motions"]),
+ get_refs(db["actions"]),
+ statedefines,
)
with open(h_name, "w") as hf: