X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=newdungeon.py;h=52c34e5ff5913e70135fb1a94f07831696c0acea;hp=3399cafa1a01205208e945ae8fe68c19e76878cf;hb=1e643da216737e148839f463c10594bbb8ac246b;hpb=d40085ce6fd2141a7d38ea9be04ea04b3ef90cbe diff --git a/newdungeon.py b/newdungeon.py index 3399caf..52c34e5 100755 --- a/newdungeon.py +++ b/newdungeon.py @@ -3,8 +3,48 @@ # 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 +# +# 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 packs 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 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