X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=dungeon.c;h=feb98e79be2f7069dbf523049bfd0da20b0e6dde;hb=1ec3ef3855632d0c0a5ad7624978bccbb079c380;hp=88f632d059c93f3e03c39ba0c9416d348edf015c;hpb=f47dc9f44798e3d03e4760c8b53b44c7de4c92f9;p=open-adventure.git diff --git a/dungeon.c b/dungeon.c index 88f632d..feb98e7 100644 --- a/dungeon.c +++ b/dungeon.c @@ -1,9 +1,88 @@ /* * 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 300500 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 #include #include +#include "newdb.h" #include "common.h" // Global variables for use in functions below that can gradually disappear as code is cleaned up @@ -24,15 +104,13 @@ static long LNLENG; 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 TRNVLS; long TABNDX; -long OBJSND[NOBJECTS + 1]; -long OBJTXT[NOBJECTS + 1]; -long KEY[LOCSIZ + 1]; +long KEY[NLOCATIONS + 1]; long LINES[LINSIZ + 1]; long TRAVEL[TRVSIZ + 1]; long KTAB[TABSIZ + 1]; @@ -300,18 +378,14 @@ static void read_hints(FILE* database) } } -/* Read the sound/text info, store in OBJSND, OBJTXT */ +/* 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; - } + /* this stuff is in YAML now */ } } @@ -326,11 +400,7 @@ static int read_database(FILE* database) * 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 <= NOBJECTS; I++) { - OBJSND[I] = 0; - OBJTXT[I] = 0; - } - for (int I = 1; I <= LOCSIZ; I++) { + for (int I = 1; I <= NLOCATIONS; I++) { KEY[I] = 0; } @@ -440,9 +510,7 @@ static void write_file(FILE* header_file) fprintf(header_file, "\n"); // content variables - write_1d(header_file, OBJSND, NOBJECTS + 1, "OBJSND"); - write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT"); - write_1d(header_file, KEY, LOCSIZ + 1, "KEY"); + 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");