#
# 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).
+# playermove().
import sys, yaml
return out
def buildtravel(locs, objs):
+ assert len(locs) <= 300
+ assert len(objs) <= 100
+ # THIS CODE IS WAAAY MORE COMPLEX THAN IT NEEDS TO BE. It's the
+ # result of a massive refactoring exercise that concentrated all
+ # the old nastiness in one spot. It hasn't been finally simplified
+ # because there's no need to do it until one of the asserions
+ # fails. Hint: if you try cleaning this up, the acceptance test is
+ # simple - the output dungeon.c must not change.
+ #
+ # This function 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 that 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).
ltravel = []
verbmap = {}
for i, motion in enumerate(db["motions"]):
# 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.
+ # same mapping into wgat used to be the runtime format.
+
travel = [[0, "LOC_NOWHERE", 0, 0, 0, 0, 0, 0, "false", "false"]]
tkey = [0]
oldloc = 0