open-adventure/dungeon.c

505 lines
16 KiB
C

/*
* The dungeon compiler. Turns adventure.text into a set of C initializers
* defining invariant state.
*/
/* Current limits:
* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
*/
/* Description of the database format
*
*
* The data file contains several sections. Each begins with a line containing
* a number identifying the section, and ends with a line containing "-1".
*
* Section 3: Travel table. Each line 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).
* Section 4: Vocabulary. Each line contains a number (n), a tab, and a
* five-letter word. Call M=N/1000. If M=0, then the word is a motion
* verb for use in travelling (see section 3). Else, if M=1, the word is
* an object. Else, if M=2, the word is an action verb (such as "carry"
* or "attack"). Else, if M=3, the word is a special case verb (such as
* "dig") and N % 1000 is an index into section 6. Objects from 50 to
* (currently, anyway) 79 are considered treasures (for pirate, closeout).
* Section 7: Object locations. Each line contains an object number and its
* initial location (zero (or omitted) if none). If the object is
* immovable, the location is followed by a "-1". If it has two locations
* (e.g. the grate) the first location is followed with the second, and
* the object is assumed to be immovable.
* Section 8: Action defaults. Each line contains an "action-verb" number and
* the index (in section 6) of the default message for the verb.
* Section 0: End of database.
*
* Other sections are obsolete and ignored */
#define LINESIZE 100
#define CLSMAX 12
#define LINSIZ 12600
#define TRNSIZ 5
#define TABSIZ 330
#define VRBSIZ 35
#define TRVSIZ 885
#define TOKLEN 5
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <unistd.h>
#include <string.h>
#include "newdb.h"
#include "common.h"
// Global variables for use in functions below that can gradually disappear as code is cleaned up
static long LNLENG;
static long LNPOSN;
static char INLINE[LINESIZE + 1];
static long OLDLOC;
static long LINUSE;
// Storage for what comes out of the database
long TRVS;
long TRNVLS;
long TABNDX;
long KEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
long ATAB[TABSIZ + 1];
long PLAC[NOBJECTS + 1];
long FIXD[NOBJECTS + 1];
long ACTSPK[VRBSIZ + 1];
static long GETTXT(long SKIP, long ONEWRD, long UPPER)
{
/* Take characters from an input line and pack them into 30-bit words.
* Skip says to skip leading blanks. ONEWRD says stop if we come to a
* blank. UPPER says to map all letters to uppercase. If we reach the
* end of the line, the word is filled up with blanks (which encode as 0's).
* If we're already at end of line when GETTXT is called, we return -1. */
long TEXT;
static long SPLITTING = -1;
if (LNPOSN != SPLITTING)
SPLITTING = -1;
TEXT = -1;
while (true) {
if (LNPOSN > LNLENG)
return (TEXT);
if ((!SKIP) || INLINE[LNPOSN] != 0)
break;
LNPOSN = LNPOSN + 1;
}
TEXT = 0;
for (int I = 1; I <= TOKLEN; I++) {
TEXT = TEXT * 64;
if (LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
continue;
char current = INLINE[LNPOSN];
if (current < 63) {
SPLITTING = -1;
if (UPPER && current >= 37)
current = current - 26;
TEXT = TEXT + current;
LNPOSN = LNPOSN + 1;
continue;
}
if (SPLITTING != LNPOSN) {
TEXT = TEXT + 63;
SPLITTING = LNPOSN;
continue;
}
TEXT = TEXT + current - 63;
SPLITTING = -1;
LNPOSN = LNPOSN + 1;
}
return (TEXT);
}
static void MAPLIN(FILE *OPENED)
{
/* Read a line of input, from the specified input source,
* translate the chars to integers in the range 0-126 and store
* them in the common array "INLINE". Integer values are as follows:
* 0 = space [ASCII CODE 40 octal, 32 decimal]
* 1-2 = !" [ASCII 41-42 octal, 33-34 decimal]
* 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal]
* 11-36 = upper-case letters
* 37-62 = lower-case letters
* 63 = percent (%) [ASCII 45 octal, 37 decimal]
* 64-73 = digits, 0 through 9
* Remaining characters can be translated any way that is convenient;
* The "TYPE" routine below is used to map them back to characters when
* necessary. The above mappings are required so that certain special
* characters are known to fit in 6 bits and/or can be easily spotted.
* Array elements beyond the end of the line should be filled with 0,
* and LNLENG should be set to the index of the last character.
*
* If the data file uses a character other than space (e.g., tab) to
* separate numbers, that character should also translate to 0.
*
* This procedure may use the map1,map2 arrays to maintain static data for
* the mapping. MAP2(1) is set to 0 when the program starts
* and is not changed thereafter unless the routines on this page choose
* to do so. */
do {
if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, OPENED)) {
printf("Failed fgets()\n");
}
} while (!feof(OPENED) && INLINE[1] == '#');
LNLENG = 0;
for (size_t i = 1; i < sizeof(INLINE) && INLINE[i] != 0; ++i) {
char val = INLINE[i];
INLINE[i] = ascii_to_advent[(unsigned)val];
if (INLINE[i] != 0)
LNLENG = i;
}
LNPOSN = 1;
}
static long GETNUM(FILE *source)
{
/* Obtain the next integer from an input line. If K>0, we first read a
* new input line from a file; if K<0, we read a line from the keyboard;
* if K=0 we use a line that has already been read (and perhaps partially
* scanned). If we're at the end of the line or encounter an illegal
* character (not a digit, hyphen, or blank), we return 0. */
long DIGIT, GETNUM, SIGN;
if (source != NULL) MAPLIN(source);
GETNUM = 0;
while (INLINE[LNPOSN] == 0) {
if (LNPOSN > LNLENG) return (GETNUM);
++LNPOSN;
}
if (INLINE[LNPOSN] != 9) {
SIGN = 1;
} else {
SIGN = -1;
LNPOSN = LNPOSN + 1;
}
while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
DIGIT = INLINE[LNPOSN] - 64;
if (DIGIT < 0 || DIGIT > 9) {
GETNUM = 0;
break;
}
GETNUM = GETNUM * 10 + DIGIT;
LNPOSN = LNPOSN + 1;
}
GETNUM = GETNUM * SIGN;
LNPOSN = LNPOSN + 1;
return (GETNUM);
}
/* Sections 1, 2, 5, 6, 10, 14. Skip these, they're all in YAML now. */
static void read_messages(FILE* database, long sect)
{
long KK = LINUSE;
while (true) {
do {
if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, database)) {
printf("Failed fgets()\n");
}
} while (!feof(database) && INLINE[1] == '#');
if (strncmp(INLINE + 1, "-1\n", 3) == 0)
break;
}
}
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
* newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
static void read_section3_stuff(FILE* database)
{
long loc;
while ((loc = GETNUM(database)) != -1) {
long newloc = GETNUM(NULL);
long L;
if (KEY[loc] == 0) {
KEY[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];
}
}
/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
* the corresponding word. The -1 at the end of section 4 is left in KTAB
* as an end-marker. */
static void read_vocabulary(FILE* database)
{
for (TABNDX = 1; TABNDX <= TABSIZ; TABNDX++) {
KTAB[TABNDX] = GETNUM(database);
if (KTAB[TABNDX] == -1) return;
ATAB[TABNDX] = GETTXT(true, true, true);
} /* end loop */
BUG(TOO_MANY_VOCABULARY_WORDS);
}
/* Read in the initial locations for each object. Also the immovability info.
* plac contains initial locations of objects. FIXD is -1 for immovable
* objects (including the snake), or = second loc for two-placed objects. */
static void read_initial_locations(FILE* database)
{
long OBJ;
while ((OBJ = GETNUM(database)) != -1) {
PLAC[OBJ] = GETNUM(NULL);
FIXD[OBJ] = GETNUM(NULL);
}
}
/* Read default message numbers for action verbs, store in ACTSPK. */
static void read_action_verb_message_nr(FILE* database)
{
long verb;
while ((verb = GETNUM(database)) != -1) {
ACTSPK[verb] = GETNUM(NULL);
}
}
/* Read info about available liquids and other conditions. */
static void read_conditions(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long loc;
while ((loc = GETNUM(NULL)) != 0) {
continue; /* COND is no longer used */
}
}
}
/* Read data for hints. */
static void read_hints(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
for (int I = 1; I <= 4; I++) {
/* consume - actual array-building now done in YAML. */
GETNUM(NULL);
} /* end loop */
}
}
/* Read the sound/text info */
static void read_sound_text(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long KK = GETNUM(NULL);
long I = GETNUM(NULL);
/* this stuff is in YAML now */
}
}
static int read_database(FILE* database)
{
/* Clear out the various text-pointer arrays. All text is stored
* in array lines; each line is preceded by a word pointing to
* the next pointer (i.e. the word following the end of the
* line). The pointer is negative if this is first line of a
* message. The text-pointer arrays contain indices of
* pointer-words in lines. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. */
for (int I = 1; I <= NLOCATIONS; I++) {
KEY[I] = 0;
}
LINUSE = 1;
TRVS = 1;
TRNVLS = 0;
/* Start new data section. Sect is the section number. */
while (true) {
long sect = GETNUM(database);
OLDLOC = -1;
switch (sect) {
case 0:
return (0);
case 1:
read_messages(database, sect);
break;
case 2:
read_messages(database, sect);
break;
case 3:
read_section3_stuff(database);
break;
case 4:
read_vocabulary(database);
break;
case 5:
read_messages(database, sect);
break;
case 6:
read_messages(database, sect);
break;
case 7:
read_initial_locations(database);
break;
case 8:
read_action_verb_message_nr(database);
break;
case 9:
read_conditions(database);
break;
case 10:
read_messages(database, sect);
break;
case 11:
read_hints(database);
break;
case 12:
break;
case 13:
read_sound_text(database);
break;
case 14:
read_messages(database, sect);
break;
default:
BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
}
}
}
/* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed.
* game.propS are set to zero. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ.
* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
* still the correct link to use.) game.abbrev is zeroed; it controls
* whether the abbreviated description is printed. Counts modulo 5
* unless "LOOK" is used. */
static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
{
fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
for (int i = 0; i < dim; ++i) {
if (i % 10 == 0) {
if (i > 0)
fprintf(header_file, "\n");
fprintf(header_file, " ");
}
fprintf(header_file, "%ld, ", array[i]);
}
fprintf(header_file, "\n});\n");
}
static void write_file(FILE* header_file)
{
fprintf(header_file, "#ifndef DATABASE_H\n");
fprintf(header_file, "#define DATABASE_H\n");
fprintf(header_file, "\n");
fprintf(header_file, "#include \"common.h\"\n");
fprintf(header_file, "#define TABSIZ 330\n");
fprintf(header_file, "#define TOKLEN %d\n", TOKLEN);
fprintf(header_file, "\n");
fprintf(header_file, "\n");
fprintf(header_file, "#ifdef DEFINE_GLOBALS_FROM_INCLUDES\n");
fprintf(header_file, "#define LOCATION\n");
fprintf(header_file, "#define INITIALIZE(...) __VA_ARGS__\n");
fprintf(header_file, "#else\n");
fprintf(header_file, "#define LOCATION extern\n");
fprintf(header_file, "#define INITIALIZE(...)\n");
fprintf(header_file, "#endif\n");
fprintf(header_file, "\n");
// content variables
write_1d(header_file, KEY, NLOCATIONS + 1, "KEY");
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
write_1d(header_file, PLAC, NOBJECTS + 1, "PLAC");
write_1d(header_file, FIXD, NOBJECTS + 1, "FIXD");
write_1d(header_file, ACTSPK, VRBSIZ + 1, "ACTSPK");
fprintf(header_file, "#undef LOCATION\n");
fprintf(header_file, "#undef INITIALIZE\n");
fprintf(header_file, "#endif\n");
}
void bug(enum bugtype num, const char *error_string)
{
fprintf(stderr, "Fatal error %d, %s.\n", num, error_string);
exit(EXIT_FAILURE);
}
int main(void)
{
FILE* database = fopen("adventure.text", "r");
read_database(database);
fclose(database);
FILE* header_file = fopen("database.h", "w");
write_file(header_file);
fclose(header_file);
return (EXIT_SUCCESS);
}