Give generate constant arrays the const specifier.
Also, move the adventure.txt format documentation to dungeon.c to be removed when that file is.
This commit is contained in:
parent
c3a2816821
commit
3e19c39f57
3 changed files with 94 additions and 161 deletions
85
dungeon.c
85
dungeon.c
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@ -1,9 +1,88 @@
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/*
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/*
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* The dungeon compiler. Turns adventure.text into a set of C initializers
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* The dungeon compiler. Turns adventure.text into a set of C initializers
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* defining (mostly) invariant state. A couple of slots are messed with
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* defining invariant state.
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* at runtime.
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*/
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*/
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/* Current limits:
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects
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*/
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/* Description of the database format
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*
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*
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* The data file contains several sections. Each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* Section 3: Travel table. Each line contains a location number (X), a second
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* location number (Y), and a list of motion numbers (see section 4).
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* each motion represents a verb which will go to Y if currently at X.
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* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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* If N<=300 it is the location to go to.
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* If 300<N<=500 N-300 is used in a computed goto to
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* a section of special code.
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* If N>500 message N-500 from section 6 is printed,
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* and he stays wherever he is.
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* Meanwhile, M specifies the conditions on the motion.
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* If M=0 it's unconditional.
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* If 0<M<100 it is done with M% probability.
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 game.prop(M % 100) must *not* be 0.
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* If 400<M<=500 game.prop(M % 100) must *not* be 1.
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* If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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* be for one of the same verbs, so that its only use is as the alternate
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* destination for those verbs. For instance:
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* 15 110022 29 31 34 35 23 43
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* 15 14 29
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* This says that, from loc 15, any of the verbs 29, 31, etc., will take
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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* an object. Else, if M=2, the word is an action verb (such as "carry"
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* or "attack"). Else, if M=3, the word is a special case verb (such as
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* "dig") and N % 1000 is an index into section 6. Objects from 50 to
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* (currently, anyway) 79 are considered treasures (for pirate, closeout).
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* Section 8: Action defaults. Each line contains an "action-verb" number and
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* the index (in section 6) of the default message for the verb.
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* Section 0: End of database.
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*
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* Other sections are obsolete and ignored */
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/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
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* special character sequences to denote that the program must provide
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* parameters to insert into a message when the message is printed. These
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* sequences are:
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* %S = The letter 'S' or nothing (if a given value is exactly 1)
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* %W = A word (up to 10 characters)
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* %L = A word mapped to lower-case letters
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* %U = A word mapped to upper-case letters
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* %C = A word mapped to lower-case, first letter capitalised
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* %T = Several words of text, ending with a word of -1
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* %1 = A 1-digit number
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* %2 = A 2-digit number
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* ...
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* %9 = A 9-digit number
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* %B = Variable number of blanks
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* %! = The entire message should be suppressed */
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#define LINESIZE 100
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#define LINESIZE 100
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#define CLSMAX 12
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#define CLSMAX 12
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#define LINSIZ 12600
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#define LINSIZ 12600
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@ -25,9 +104,9 @@ static long LNLENG;
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static long LNPOSN;
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static long LNPOSN;
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static char INLINE[LINESIZE + 1];
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static char INLINE[LINESIZE + 1];
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static long OLDLOC;
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static long OLDLOC;
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static long LINUSE;
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// Storage for what comes out of the database
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// Storage for what comes out of the database
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long LINUSE;
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long TRVS;
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long TRVS;
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long TRNVLS;
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long TRNVLS;
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long TABNDX;
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long TABNDX;
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146
init.c
146
init.c
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@ -10,152 +10,6 @@
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* Initialisation
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* Initialisation
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*/
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*/
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/* Current limits:
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects
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*/
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/* Description of the database format
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*
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*
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* The data file contains several sections. Each begins with a line containing
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* a number identifying the section, and ends with a line containing "-1".
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*
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* Section 1: Long form descriptions. Each line contains a location number,
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* a tab, and a line of text. The set of (necessarily adjacent) lines
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* whose numbers are X form the long description of location X.
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* Section 2: Short form descriptions. Same format as long form. Not all
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* places have short descriptions.
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* Section 3: Travel table. Each line contains a location number (X), a second
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* location number (Y), and a list of motion numbers (see section 4).
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* each motion represents a verb which will go to Y if currently at X.
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* Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
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* If N<=300 it is the location to go to.
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* If 300<N<=500 N-300 is used in a computed goto to
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* a section of special code.
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* If N>500 message N-500 from section 6 is printed,
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* and he stays wherever he is.
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* Meanwhile, M specifies the conditions on the motion.
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* If M=0 it's unconditional.
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* If 0<M<100 it is done with M% probability.
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* If M=100 unconditional, but forbidden to dwarves.
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* If 100<M<=200 he must be carrying object M-100.
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* If 200<M<=300 must be carrying or in same room as M-200.
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* If 300<M<=400 game.prop(M % 100) must *not* be 0.
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* If 400<M<=500 game.prop(M % 100) must *not* be 1.
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* If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
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* If the condition (if any) is not met, then the next *different*
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* "destination" value is used (unless it fails to meet *its* conditions,
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* in which case the next is found, etc.). Typically, the next dest will
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* be for one of the same verbs, so that its only use is as the alternate
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* destination for those verbs. For instance:
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* 15 110022 29 31 34 35 23 43
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* 15 14 29
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* This says that, from loc 15, any of the verbs 29, 31, etc., will take
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* him to 22 if he's carrying object 10, and otherwise will go to 14.
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* 11 303008 49
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* 11 9 50
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* This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
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* case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
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* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
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* five-letter word. Call M=N/1000. If M=0, then the word is a motion
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* verb for use in travelling (see section 3). Else, if M=1, the word is
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* an object. Else, if M=2, the word is an action verb (such as "carry"
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* or "attack"). Else, if M=3, the word is a special case verb (such as
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* "dig") and N % 1000 is an index into section 6. Objects from 50 to
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* (currently, anyway) 79 are considered treasures (for pirate, closeout).
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* Section 5: Object descriptions. Each line contains a number (N), a tab,
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* and a message. If N is from 1 to 100, the message is the "inventory"
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* message for object n. Otherwise, N should be 000, 100, 200, etc., and
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* the message should be the description of the preceding object when its
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* prop value is N/100. The N/100 is used only to distinguish multiple
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* messages from multi-line messages; the prop info actually requires all
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* messages for an object to be present and consecutive. Properties which
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* produce no message should be given the message ">$<". (The magic value
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* 100 is now mostly abstracted out as NOBJECTS.)
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* Section 6: Arbitrary messages. Same format as sections 1, 2, and 5, except
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* the numbers bear no relation to anything (except for special verbs
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* in section 4).
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* Section 7: Object locations. Each line contains an object number and its
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* initial location (zero (or omitted) if none). If the object is
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* immovable, the location is followed by a "-1". If it has two locations
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* (e.g. the grate) the first location is followed with the second, and
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* the object is assumed to be immovable.
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* Section 8: Action defaults. Each line contains an "action-verb" number and
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* the index (in section 6) of the default message for the verb.
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* Section 9: Location attributes. Each line contains a number (n) and up to
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* 20 location numbers. Bit N (where 0 is the units bit) is set in
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* COND(LOC) for each loc given. The cond bits currently assigned are:
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* 0 Light
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* 1 If bit 2 is on: on for oil, off for water
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* 2 Liquid asset, see bit 1
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* 3 Pirate doesn't go here unless following player
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* 4 Cannot use "back" to move away
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* Bits past 10 indicate areas of interest to "hint" routines:
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* 11 Trying to get into cave
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* 12 Trying to catch bird
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* 13 Trying to deal with snake
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* 14 Lost in maze
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* 15 Pondering dark room
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* 16 At witt's end
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* 17 Cliff with urn
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* 18 Lost in forest
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* 19 Trying to deal with ogre
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* 20 Found all treasures except jade
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* COND(LOC) is set to 2, overriding all other bits, if loc has forced
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* motion.
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* Section 10: Class messages. Each line contains a number (n), a tab, and a
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* message describing a classification of player. The scoring section
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* selects the appropriate message, where each message is considered to
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* apply to players whose scores are higher than the previous N but not
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* higher than this N. Note that these scores probably change with every
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* modification (and particularly expansion) of the program.
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* Section 11: Hints. Each line contains a hint number (add 10 to get cond
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* bit; see section 9), the number of turns he must be at the right loc(s)
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* before triggering the hint, the points deducted for taking the hint,
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* the message number (section 6) of the question, and the message number
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* of the hint. These values are stashed in the "hints" array.
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* Section 12: Unused in this version.
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* Section 13: Sounds and text. Each line contains either 2 or 3 numbers. If
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* 2 (call them N and S), N is a location and message ABS(S) from section
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* 6 is the sound heard there. If S<0, the sound there drowns out all
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* other noises. If 3 numbers (call them N, S, and T), N is an object
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* number and S+game.prop(N) is the property message (from section 5) if he
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* listens to the object, and T+game.prop(N) is the text if he reads it. If
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* S or T is -1, the object has no sound or text, respectively. Neither
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* S nor T is allowed to be 0.
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* Section 14: Turn threshholds. Each line contains a number (N), a tab, and
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* a message berating the player for taking so many turns. The messages
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* must be in the proper (ascending) order. The message gets printed if
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* the player exceeds N % 100000 turns, at which time N/100000 points
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* get deducted from his score.
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* Section 0: End of database. */
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/* The various messages (sections 1, 2, 5, 6, etc.) may include certain
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* special character sequences to denote that the program must provide
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* parameters to insert into a message when the message is printed. These
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* sequences are:
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* %S = The letter 'S' or nothing (if a given value is exactly 1)
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* %W = A word (up to 10 characters)
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* %L = A word mapped to lower-case letters
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* %U = A word mapped to upper-case letters
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* %C = A word mapped to lower-case, first letter capitalised
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* %T = Several words of text, ending with a word of -1
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* %1 = A 1-digit number
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* %2 = A 2-digit number
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* ...
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* %9 = A 9-digit number
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* %B = Variable number of blanks
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* %! = The entire message should be suppressed */
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void initialise(void)
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void initialise(void)
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{
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{
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if (oldstyle)
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if (oldstyle)
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@ -62,13 +62,13 @@ typedef struct {{
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const char* hint;
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const char* hint;
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}} hint_t;
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}} hint_t;
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extern location_t locations[];
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extern const location_t locations[];
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extern object_description_t object_descriptions[];
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extern const object_description_t object_descriptions[];
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extern const char* arbitrary_messages[];
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extern const const char* arbitrary_messages[];
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extern const class_t classes[];
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extern const const class_t classes[];
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extern turn_threshold_t turn_thresholds[];
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extern const turn_threshold_t turn_thresholds[];
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extern obituary_t obituaries[];
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extern const obituary_t obituaries[];
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extern hint_t hints[];
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extern const hint_t hints[];
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extern long conditions[];
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extern long conditions[];
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#define NLOCATIONS {}
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#define NLOCATIONS {}
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@ -109,23 +109,23 @@ const class_t classes[] = {{
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{}
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{}
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}};
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}};
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turn_threshold_t turn_thresholds[] = {{
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const turn_threshold_t turn_thresholds[] = {{
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{}
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{}
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}};
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}};
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location_t locations[] = {{
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const location_t locations[] = {{
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{}
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{}
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}};
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}};
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object_description_t object_descriptions[] = {{
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const object_description_t object_descriptions[] = {{
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{}
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{}
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}};
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}};
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obituary_t obituaries[] = {{
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const obituary_t obituaries[] = {{
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{}
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{}
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}};
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}};
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hint_t hints[] = {{
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const hint_t hints[] = {{
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{}
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{}
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}};
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}};
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