2 * The dungeon compiler. Turns adventure.text into a set of C initializers
3 * defining invariant state.
7 * 12600 words of message text (LINES, LINSIZ).
8 * 885 travel options (TRAVEL, TRVSIZ).
9 * 330 vocabulary words (KTAB, ATAB, TABSIZ).
10 * 35 "action" verbs (ACTSPK, VRBSIZ).
11 * There are also limits which cannot be exceeded due to the structure of
12 * the database. (E.G., The vocabulary uses n/1000 to determine word type,
13 * so there can't be more than 1000 words.) These upper limits are:
14 * 1000 non-synonymous vocabulary words
19 /* Description of the database format
22 * The data file contains several sections. Each begins with a line containing
23 * a number identifying the section, and ends with a line containing "-1".
25 * Section 3: Travel table. Each line contains a location number (X), a second
26 * location number (Y), and a list of motion numbers (see section 4).
27 * each motion represents a verb which will go to Y if currently at X.
28 * Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
29 * If N<=300 it is the location to go to.
30 * If 300<N<=500 N-300 is used in a computed goto to
31 * a section of special code.
32 * If N>500 message N-500 from section 6 is printed,
33 * and he stays wherever he is.
34 * Meanwhile, M specifies the conditions on the motion.
35 * If M=0 it's unconditional.
36 * If 0<M<100 it is done with M% probability.
37 * If M=100 unconditional, but forbidden to dwarves.
38 * If 100<M<=200 he must be carrying object M-100.
39 * If 200<M<=300 must be carrying or in same room as M-200.
40 * If 300<M<=400 game.prop(M % 100) must *not* be 0.
41 * If 400<M<=500 game.prop(M % 100) must *not* be 1.
42 * If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
43 * If the condition (if any) is not met, then the next *different*
44 * "destination" value is used (unless it fails to meet *its* conditions,
45 * in which case the next is found, etc.). Typically, the next dest will
46 * be for one of the same verbs, so that its only use is as the alternate
47 * destination for those verbs. For instance:
48 * 15 110022 29 31 34 35 23 43
50 * This says that, from loc 15, any of the verbs 29, 31, etc., will take
51 * him to 22 if he's carrying object 10, and otherwise will go to 14.
54 * This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
55 * case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
56 * Section 4: Vocabulary. Each line contains a number (n), a tab, and a
57 * five-letter word. Call M=N/1000. If M=0, then the word is a motion
58 * verb for use in travelling (see section 3). Else, if M=1, the word is
59 * an object. Else, if M=2, the word is an action verb (such as "carry"
60 * or "attack"). Else, if M=3, the word is a special case verb (such as
61 * "dig") and N % 1000 is an index into section 6. Objects from 50 to
62 * (currently, anyway) 79 are considered treasures (for pirate, closeout).
63 * Section 7: Object locations. Each line contains an object number and its
64 * initial location (zero (or omitted) if none). If the object is
65 * immovable, the location is followed by a "-1". If it has two locations
66 * (e.g. the grate) the first location is followed with the second, and
67 * the object is assumed to be immovable.
68 * Section 8: Action defaults. Each line contains an "action-verb" number and
69 * the index (in section 6) of the default message for the verb.
70 * Section 0: End of database.
72 * Other sections are obsolete and ignored */
74 /* The various messages (sections 1, 2, 5, 6, etc.) may include certain
75 * special character sequences to denote that the program must provide
76 * parameters to insert into a message when the message is printed. These
78 * %S = The letter 'S' or nothing (if a given value is exactly 1)
79 * %W = A word (up to 10 characters)
80 * %L = A word mapped to lower-case letters
81 * %U = A word mapped to upper-case letters
82 * %C = A word mapped to lower-case, first letter capitalised
83 * %T = Several words of text, ending with a word of -1
84 * %1 = A 1-digit number
85 * %2 = A 2-digit number
87 * %9 = A 9-digit number
88 * %B = Variable number of blanks
89 * %! = The entire message should be suppressed */
108 // Global variables for use in functions below that can gradually disappear as code is cleaned up
111 static char INLINE[LINESIZE + 1];
115 // Storage for what comes out of the database
119 long KEY[NLOCATIONS + 1];
120 long LINES[LINSIZ + 1];
121 long TRAVEL[TRVSIZ + 1];
122 long KTAB[TABSIZ + 1];
123 long ATAB[TABSIZ + 1];
124 long PLAC[NOBJECTS + 1];
125 long FIXD[NOBJECTS + 1];
126 long ACTSPK[VRBSIZ + 1];
128 static long GETTXT(long SKIP, long ONEWRD, long UPPER)
130 /* Take characters from an input line and pack them into 30-bit words.
131 * Skip says to skip leading blanks. ONEWRD says stop if we come to a
132 * blank. UPPER says to map all letters to uppercase. If we reach the
133 * end of the line, the word is filled up with blanks (which encode as 0's).
134 * If we're already at end of line when GETTXT is called, we return -1. */
137 static long SPLITTING = -1;
139 if (LNPOSN != SPLITTING)
145 if ((!SKIP) || INLINE[LNPOSN] != 0)
151 for (int I = 1; I <= TOKLEN; I++) {
153 if (LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
155 char current = INLINE[LNPOSN];
158 if (UPPER && current >= 37)
159 current = current - 26;
160 TEXT = TEXT + current;
164 if (SPLITTING != LNPOSN) {
170 TEXT = TEXT + current - 63;
178 static void MAPLIN(FILE *OPENED)
180 /* Read a line of input, from the specified input source,
181 * translate the chars to integers in the range 0-126 and store
182 * them in the common array "INLINE". Integer values are as follows:
183 * 0 = space [ASCII CODE 40 octal, 32 decimal]
184 * 1-2 = !" [ASCII 41-42 octal, 33-34 decimal]
185 * 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal]
186 * 11-36 = upper-case letters
187 * 37-62 = lower-case letters
188 * 63 = percent (%) [ASCII 45 octal, 37 decimal]
189 * 64-73 = digits, 0 through 9
190 * Remaining characters can be translated any way that is convenient;
191 * The "TYPE" routine below is used to map them back to characters when
192 * necessary. The above mappings are required so that certain special
193 * characters are known to fit in 6 bits and/or can be easily spotted.
194 * Array elements beyond the end of the line should be filled with 0,
195 * and LNLENG should be set to the index of the last character.
197 * If the data file uses a character other than space (e.g., tab) to
198 * separate numbers, that character should also translate to 0.
200 * This procedure may use the map1,map2 arrays to maintain static data for
201 * the mapping. MAP2(1) is set to 0 when the program starts
202 * and is not changed thereafter unless the routines on this page choose
206 if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, OPENED)) {
207 printf("Failed fgets()\n");
209 } while (!feof(OPENED) && INLINE[1] == '#');
212 for (size_t i = 1; i < sizeof(INLINE) && INLINE[i] != 0; ++i) {
213 char val = INLINE[i];
214 INLINE[i] = ascii_to_advent[(unsigned)val];
221 static long GETNUM(FILE *source)
223 /* Obtain the next integer from an input line. If K>0, we first read a
224 * new input line from a file; if K<0, we read a line from the keyboard;
225 * if K=0 we use a line that has already been read (and perhaps partially
226 * scanned). If we're at the end of the line or encounter an illegal
227 * character (not a digit, hyphen, or blank), we return 0. */
229 long DIGIT, GETNUM, SIGN;
231 if (source != NULL) MAPLIN(source);
234 while (INLINE[LNPOSN] == 0) {
235 if (LNPOSN > LNLENG) return (GETNUM);
239 if (INLINE[LNPOSN] != 9) {
245 while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
246 DIGIT = INLINE[LNPOSN] - 64;
247 if (DIGIT < 0 || DIGIT > 9) {
251 GETNUM = GETNUM * 10 + DIGIT;
255 GETNUM = GETNUM * SIGN;
260 /* Sections 1, 2, 5, 6, 10, 14. Skip these, they're all in YAML now. */
261 static void read_messages(FILE* database, long sect)
266 if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, database)) {
267 printf("Failed fgets()\n");
269 } while (!feof(database) && INLINE[1] == '#');
270 if (strncmp(INLINE + 1, "-1\n", 3) == 0)
275 /* The stuff for section 3 is encoded here. Each "from-location" gets a
276 * contiguous section of the "TRAVEL" array. Each entry in travel is
277 * newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
278 * this is the last entry for this location. KEY(N) is the index in travel
279 * of the first option at location N. */
280 static void read_section3_stuff(FILE* database)
283 while ((loc = GETNUM(database)) != -1) {
284 long newloc = GETNUM(NULL);
289 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
291 while ((L = GETNUM(NULL)) != 0) {
292 TRAVEL[TRVS] = newloc * 1000 + L;
295 BUG(TOO_MANY_TRAVEL_OPTIONS);
297 TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
301 /* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
302 * the corresponding word. The -1 at the end of section 4 is left in KTAB
303 * as an end-marker. */
304 static void read_vocabulary(FILE* database)
306 for (TABNDX = 1; TABNDX <= TABSIZ; TABNDX++) {
307 KTAB[TABNDX] = GETNUM(database);
308 if (KTAB[TABNDX] == -1) return;
309 ATAB[TABNDX] = GETTXT(true, true, true);
311 BUG(TOO_MANY_VOCABULARY_WORDS);
314 /* Read in the initial locations for each object. Also the immovability info.
315 * plac contains initial locations of objects. FIXD is -1 for immovable
316 * objects (including the snake), or = second loc for two-placed objects. */
317 static void read_initial_locations(FILE* database)
320 while ((OBJ = GETNUM(database)) != -1) {
321 PLAC[OBJ] = GETNUM(NULL);
322 FIXD[OBJ] = GETNUM(NULL);
326 /* Read default message numbers for action verbs, store in ACTSPK. */
327 static void read_action_verb_message_nr(FILE* database)
330 while ((verb = GETNUM(database)) != -1) {
331 ACTSPK[verb] = GETNUM(NULL);
335 /* Read info about available liquids and other conditions. */
336 static void read_conditions(FILE* database)
339 while ((K = GETNUM(database)) != -1) {
341 while ((loc = GETNUM(NULL)) != 0) {
342 continue; /* COND is no longer used */
348 /* Read data for hints. */
349 static void read_hints(FILE* database)
352 while ((K = GETNUM(database)) != -1) {
353 for (int I = 1; I <= 4; I++) {
354 /* consume - actual array-building now done in YAML. */
360 /* Read the sound/text info */
361 static void read_sound_text(FILE* database)
364 while ((K = GETNUM(database)) != -1) {
365 long KK = GETNUM(NULL);
366 long I = GETNUM(NULL);
367 /* this stuff is in YAML now */
372 static int read_database(FILE* database)
374 /* Clear out the various text-pointer arrays. All text is stored
375 * in array lines; each line is preceded by a word pointing to
376 * the next pointer (i.e. the word following the end of the
377 * line). The pointer is negative if this is first line of a
378 * message. The text-pointer arrays contain indices of
379 * pointer-words in lines. PTEXT(N) points to
380 * message for game.prop(N)=0. Successive prop messages are
381 * found by chasing pointers. */
382 for (int I = 1; I <= NLOCATIONS; I++) {
390 /* Start new data section. Sect is the section number. */
393 long sect = GETNUM(database);
399 read_messages(database, sect);
402 read_messages(database, sect);
405 read_section3_stuff(database);
408 read_vocabulary(database);
411 read_messages(database, sect);
414 read_messages(database, sect);
417 read_initial_locations(database);
420 read_action_verb_message_nr(database);
423 read_conditions(database);
426 read_messages(database, sect);
429 read_hints(database);
434 read_sound_text(database);
437 read_messages(database, sect);
440 BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
445 /* Finish constructing internal data format */
447 /* Having read in the database, certain things are now constructed.
448 * game.propS are set to zero. The PLAC and FIXD arrays are used
449 * to set up game.atloc(N) as the first object at location N, and
450 * game.link(OBJ) as the next object at the same location as OBJ.
451 * (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
452 * still the correct link to use.) game.abbrev is zeroed; it controls
453 * whether the abbreviated description is printed. Counts modulo 5
454 * unless "LOOK" is used. */
456 static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
458 fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
459 for (int i = 0; i < dim; ++i) {
462 fprintf(header_file, "\n");
463 fprintf(header_file, " ");
465 fprintf(header_file, "%ld, ", array[i]);
467 fprintf(header_file, "\n});\n");
470 static void write_file(FILE* header_file)
472 fprintf(header_file, "#ifndef DATABASE_H\n");
473 fprintf(header_file, "#define DATABASE_H\n");
474 fprintf(header_file, "\n");
476 fprintf(header_file, "#include \"common.h\"\n");
477 fprintf(header_file, "#define TABSIZ 330\n");
478 fprintf(header_file, "#define TOKLEN %d\n", TOKLEN);
479 fprintf(header_file, "\n");
481 fprintf(header_file, "\n");
482 fprintf(header_file, "#ifdef DEFINE_GLOBALS_FROM_INCLUDES\n");
483 fprintf(header_file, "#define LOCATION\n");
484 fprintf(header_file, "#define INITIALIZE(...) __VA_ARGS__\n");
485 fprintf(header_file, "#else\n");
486 fprintf(header_file, "#define LOCATION extern\n");
487 fprintf(header_file, "#define INITIALIZE(...)\n");
488 fprintf(header_file, "#endif\n");
489 fprintf(header_file, "\n");
492 write_1d(header_file, KEY, NLOCATIONS + 1, "KEY");
493 write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
494 write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
495 write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
496 write_1d(header_file, PLAC, NOBJECTS + 1, "PLAC");
497 write_1d(header_file, FIXD, NOBJECTS + 1, "FIXD");
498 write_1d(header_file, ACTSPK, VRBSIZ + 1, "ACTSPK");
500 fprintf(header_file, "#undef LOCATION\n");
501 fprintf(header_file, "#undef INITIALIZE\n");
502 fprintf(header_file, "#endif\n");
505 void bug(enum bugtype num, const char *error_string)
507 fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
513 FILE* database = fopen("adventure.text", "r");
514 read_database(database);
517 FILE* header_file = fopen("database.h", "w");
518 write_file(header_file);
521 return (EXIT_SUCCESS);