Comment cleanup.

This commit is contained in:
Eric S. Raymond 2017-07-07 15:34:32 -04:00
parent 1cbc3d827b
commit 100152c21d

View file

@ -6,43 +6,7 @@
#
# 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
@ -604,6 +568,51 @@ def bigdump(arr):
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"]):
@ -685,28 +694,8 @@ def buildtravel(locs, objs):
# 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