Also, move the adventure.txt format documentation to dungeon.c to be removed when that file is.
543 lines
17 KiB
C
543 lines
17 KiB
C
/*
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* The dungeon compiler. Turns adventure.text into a set of C initializers
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* defining invariant state.
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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 CLSMAX 12
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#define LINSIZ 12600
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#define TRNSIZ 5
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#define TABSIZ 330
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#define VRBSIZ 35
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#define TRVSIZ 885
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#define TOKLEN 5
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include "newdb.h"
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#include "common.h"
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// Global variables for use in functions below that can gradually disappear as code is cleaned up
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static long LNLENG;
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static long LNPOSN;
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static char INLINE[LINESIZE + 1];
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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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long TRVS;
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long TRNVLS;
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long TABNDX;
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long KEY[NLOCATIONS + 1];
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long LINES[LINSIZ + 1];
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long TRAVEL[TRVSIZ + 1];
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long KTAB[TABSIZ + 1];
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long ATAB[TABSIZ + 1];
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long PLAC[NOBJECTS + 1];
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long FIXD[NOBJECTS + 1];
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long ACTSPK[VRBSIZ + 1];
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static long GETTXT(long SKIP, long ONEWRD, long UPPER)
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{
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/* Take characters from an input line and pack them into 30-bit words.
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* Skip says to skip leading blanks. ONEWRD says stop if we come to a
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* blank. UPPER says to map all letters to uppercase. If we reach the
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* end of the line, the word is filled up with blanks (which encode as 0's).
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* If we're already at end of line when GETTXT is called, we return -1. */
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long TEXT;
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static long SPLITTING = -1;
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if (LNPOSN != SPLITTING)
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SPLITTING = -1;
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TEXT = -1;
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while (true) {
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if (LNPOSN > LNLENG)
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return (TEXT);
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if ((!SKIP) || INLINE[LNPOSN] != 0)
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break;
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LNPOSN = LNPOSN + 1;
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}
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TEXT = 0;
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for (int I = 1; I <= TOKLEN; I++) {
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TEXT = TEXT * 64;
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if (LNPOSN > LNLENG || (ONEWRD && INLINE[LNPOSN] == 0))
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continue;
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char current = INLINE[LNPOSN];
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if (current < 63) {
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SPLITTING = -1;
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if (UPPER && current >= 37)
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current = current - 26;
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TEXT = TEXT + current;
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LNPOSN = LNPOSN + 1;
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continue;
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}
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if (SPLITTING != LNPOSN) {
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TEXT = TEXT + 63;
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SPLITTING = LNPOSN;
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continue;
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}
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TEXT = TEXT + current - 63;
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SPLITTING = -1;
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LNPOSN = LNPOSN + 1;
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}
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return (TEXT);
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}
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static void MAPLIN(FILE *OPENED)
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{
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/* Read a line of input, from the specified input source,
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* translate the chars to integers in the range 0-126 and store
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* them in the common array "INLINE". Integer values are as follows:
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* 0 = space [ASCII CODE 40 octal, 32 decimal]
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* 1-2 = !" [ASCII 41-42 octal, 33-34 decimal]
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* 3-10 = '()*+,-. [ASCII 47-56 octal, 39-46 decimal]
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* 11-36 = upper-case letters
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* 37-62 = lower-case letters
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* 63 = percent (%) [ASCII 45 octal, 37 decimal]
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* 64-73 = digits, 0 through 9
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* Remaining characters can be translated any way that is convenient;
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* The "TYPE" routine below is used to map them back to characters when
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* necessary. The above mappings are required so that certain special
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* characters are known to fit in 6 bits and/or can be easily spotted.
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* Array elements beyond the end of the line should be filled with 0,
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* and LNLENG should be set to the index of the last character.
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*
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* If the data file uses a character other than space (e.g., tab) to
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* separate numbers, that character should also translate to 0.
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*
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* This procedure may use the map1,map2 arrays to maintain static data for
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* the mapping. MAP2(1) is set to 0 when the program starts
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* and is not changed thereafter unless the routines on this page choose
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* to do so. */
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do {
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if (NULL == fgets(INLINE + 1, sizeof(INLINE) - 1, OPENED)) {
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printf("Failed fgets()\n");
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}
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} while (!feof(OPENED) && INLINE[1] == '#');
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LNLENG = 0;
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for (size_t i = 1; i < sizeof(INLINE) && INLINE[i] != 0; ++i) {
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char val = INLINE[i];
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INLINE[i] = ascii_to_advent[(unsigned)val];
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if (INLINE[i] != 0)
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LNLENG = i;
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}
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LNPOSN = 1;
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}
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static long GETNUM(FILE *source)
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{
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/* Obtain the next integer from an input line. If K>0, we first read a
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* new input line from a file; if K<0, we read a line from the keyboard;
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* if K=0 we use a line that has already been read (and perhaps partially
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* scanned). If we're at the end of the line or encounter an illegal
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* character (not a digit, hyphen, or blank), we return 0. */
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long DIGIT, GETNUM, SIGN;
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if (source != NULL) MAPLIN(source);
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GETNUM = 0;
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while (INLINE[LNPOSN] == 0) {
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if (LNPOSN > LNLENG) return (GETNUM);
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++LNPOSN;
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}
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if (INLINE[LNPOSN] != 9) {
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SIGN = 1;
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} else {
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SIGN = -1;
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LNPOSN = LNPOSN + 1;
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}
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while (!(LNPOSN > LNLENG || INLINE[LNPOSN] == 0)) {
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DIGIT = INLINE[LNPOSN] - 64;
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if (DIGIT < 0 || DIGIT > 9) {
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GETNUM = 0;
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break;
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}
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GETNUM = GETNUM * 10 + DIGIT;
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LNPOSN = LNPOSN + 1;
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}
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GETNUM = GETNUM * SIGN;
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LNPOSN = LNPOSN + 1;
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return (GETNUM);
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}
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/* Sections 1, 2, 5, 6, 10, 14. Read messages and set up pointers. */
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static void read_messages(FILE* database, long sect)
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{
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long KK = LINUSE;
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while (true) {
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long loc;
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LINUSE = KK;
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loc = GETNUM(database);
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if (LNLENG >= LNPOSN + 70)
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BUG(MESSAGE_LINE_GT_70_CHARACTERS);
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if (loc == -1) return;
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if (LNLENG < LNPOSN)
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BUG(NULL_LINE_IN_MESSAGE);
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do {
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KK = KK + 1;
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if (KK >= LINSIZ)
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BUG(TOO_MANY_WORDS_OF_MESSAGES);
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LINES[KK] = GETTXT(false, false, false);
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} while (LINES[KK] != -1);
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LINES[LINUSE] = KK;
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if (loc == OLDLOC) continue;
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OLDLOC = loc;
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LINES[LINUSE] = -KK;
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if (sect == 10 || sect == 14) {
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/* now parsed from YAML */
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continue;
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}
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if (sect == 5) {
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/* Now handled in YAML */
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continue;
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}
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if (sect == 6) {
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/* Now handled in YAML */
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continue;
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}
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if (sect == 1) {
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/* Now handled in YAML */
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continue;
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}
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}
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}
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/* The stuff for section 3 is encoded here. Each "from-location" gets a
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* contiguous section of the "TRAVEL" array. Each entry in travel is
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* newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* this is the last entry for this location. KEY(N) is the index in travel
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* of the first option at location N. */
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static void read_section3_stuff(FILE* database)
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{
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long loc;
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while ((loc = GETNUM(database)) != -1) {
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long newloc = GETNUM(NULL);
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long L;
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if (KEY[loc] == 0) {
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KEY[loc] = TRVS;
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} else {
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TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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}
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while ((L = GETNUM(NULL)) != 0) {
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TRAVEL[TRVS] = newloc * 1000 + L;
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TRVS = TRVS + 1;
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if (TRVS == TRVSIZ)
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BUG(TOO_MANY_TRAVEL_OPTIONS);
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}
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TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
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}
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}
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/* Here we read in the vocabulary. KTAB(N) is the word number, ATAB(N) is
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* the corresponding word. The -1 at the end of section 4 is left in KTAB
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* as an end-marker. */
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static void read_vocabulary(FILE* database)
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{
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for (TABNDX = 1; TABNDX <= TABSIZ; TABNDX++) {
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KTAB[TABNDX] = GETNUM(database);
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if (KTAB[TABNDX] == -1) return;
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ATAB[TABNDX] = GETTXT(true, true, true);
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} /* end loop */
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BUG(TOO_MANY_VOCABULARY_WORDS);
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}
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/* Read in the initial locations for each object. Also the immovability info.
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* plac contains initial locations of objects. FIXD is -1 for immovable
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* objects (including the snake), or = second loc for two-placed objects. */
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static void read_initial_locations(FILE* database)
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{
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long OBJ;
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while ((OBJ = GETNUM(database)) != -1) {
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PLAC[OBJ] = GETNUM(NULL);
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FIXD[OBJ] = GETNUM(NULL);
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}
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}
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/* Read default message numbers for action verbs, store in ACTSPK. */
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static void read_action_verb_message_nr(FILE* database)
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{
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long verb;
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while ((verb = GETNUM(database)) != -1) {
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ACTSPK[verb] = GETNUM(NULL);
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}
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}
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/* Read info about available liquids and other conditions. */
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static void read_conditions(FILE* database)
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{
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long K;
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while ((K = GETNUM(database)) != -1) {
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long loc;
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while ((loc = GETNUM(NULL)) != 0) {
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continue; /* COND is no longer used */
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}
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}
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}
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/* Read data for hints. */
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static void read_hints(FILE* database)
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{
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long K;
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while ((K = GETNUM(database)) != -1) {
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for (int I = 1; I <= 4; I++) {
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/* consume - actual array-building now done in YAML. */
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GETNUM(NULL);
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} /* end loop */
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}
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}
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/* Read the sound/text info */
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static void read_sound_text(FILE* database)
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{
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long K;
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while ((K = GETNUM(database)) != -1) {
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long KK = GETNUM(NULL);
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long I = GETNUM(NULL);
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/* this stuff is in YAML now */
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}
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}
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static int read_database(FILE* database)
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{
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/* Clear out the various text-pointer arrays. All text is stored
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* in array lines; each line is preceded by a word pointing to
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* the next pointer (i.e. the word following the end of the
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* line). The pointer is negative if this is first line of a
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* message. The text-pointer arrays contain indices of
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* pointer-words in lines. PTEXT(N) points to
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* message for game.prop(N)=0. Successive prop messages are
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* found by chasing pointers. */
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for (int I = 1; I <= NLOCATIONS; I++) {
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KEY[I] = 0;
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}
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LINUSE = 1;
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TRVS = 1;
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TRNVLS = 0;
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/* Start new data section. Sect is the section number. */
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while (true) {
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long sect = GETNUM(database);
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OLDLOC = -1;
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switch (sect) {
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case 0:
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return (0);
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case 1:
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read_messages(database, sect);
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break;
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case 2:
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read_messages(database, sect);
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break;
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case 3:
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read_section3_stuff(database);
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break;
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case 4:
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read_vocabulary(database);
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break;
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case 5:
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read_messages(database, sect);
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break;
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case 6:
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read_messages(database, sect);
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break;
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case 7:
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read_initial_locations(database);
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break;
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case 8:
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read_action_verb_message_nr(database);
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break;
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case 9:
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read_conditions(database);
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break;
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case 10:
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read_messages(database, sect);
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break;
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case 11:
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read_hints(database);
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break;
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case 12:
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break;
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case 13:
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read_sound_text(database);
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break;
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case 14:
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read_messages(database, sect);
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break;
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default:
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BUG(INVALID_SECTION_NUMBER_IN_DATABASE);
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}
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}
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}
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/* Finish constructing internal data format */
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/* Having read in the database, certain things are now constructed.
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* game.propS are set to zero. The PLAC and FIXD arrays are used
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* to set up game.atloc(N) as the first object at location N, and
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* game.link(OBJ) as the next object at the same location as OBJ.
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* (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
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* still the correct link to use.) game.abbrev is zeroed; it controls
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* whether the abbreviated description is printed. Counts modulo 5
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* unless "LOOK" is used. */
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static void write_1d(FILE* header_file, long array[], long dim, const char* varname)
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{
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fprintf(header_file, "LOCATION long %s[] INITIALIZE(= {\n", varname);
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for (int i = 0; i < dim; ++i) {
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if (i % 10 == 0) {
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if (i > 0)
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fprintf(header_file, "\n");
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fprintf(header_file, " ");
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}
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fprintf(header_file, "%ld, ", array[i]);
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}
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fprintf(header_file, "\n});\n");
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}
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static void write_file(FILE* header_file)
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{
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fprintf(header_file, "#ifndef DATABASE_H\n");
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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);
|
|
}
|