Some more c++ stuff, add possible lr grammar (glr?)
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19
spec.txt
19
spec.txt
@ -38,6 +38,18 @@ BlankLine <- Spacing Newline
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Spacing <- (' ' / '\t')*
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Newline <- '\r\n' / '\r' / '\n'
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Story language CFG:
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story : pages <<EOF>>
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pages : pages page | <<EPSILON>>
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page : ID FREETEXT footer
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footer : "THE END" | "GOTO" ID | choices
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choices : choices choice | choice
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choice : INT ')' FREETEXT maybe-skillcheck redirect maybe-skillchange
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redirect : '[' ID ']'
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maybe-skillcheck : '<' SKILL INT op '>' | <<EPSILON>>
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maybe-skillchange: '(' op INT SKILL ') | <<EPSILON>>
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Work log:
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12/13/21
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@ -77,3 +89,10 @@ of a bust. The project was very deep, very academic and hard to pick up, especia
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I'll just keep chugging with what I've got.
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Next up is integrating with Godot for real this time. For real. This time...
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1/1/22
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I'm getting pretty frustrated with what I perceive to be bugs in the peg/leg parser. The project seems abandoned and
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I don't really feel like maintaining it. And GNU Bison is like right there. If I can write a cfg for my little language
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here I'll switch. I also can't shake the feeling that this is over-engineered, and I really don't need a parser for all this, but
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oh well. I could probably do it all with just lex actually. Maybe I need to spend some time rethinking this.
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@ -8,7 +8,29 @@ Storybook::Storybook(FILE* fin) {
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pages = CyoaParse(fin);
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}
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void Storybook::Find(const char* id) {
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void Storybook::UpdateStat(const char *key, int rel) {
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auto it = stats.find(key);
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if (it == stats.end()) {
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// Key not present
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stats[key] = 0;
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} else {
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// Key present, add the rel
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stats[key] = it->second + rel;
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}
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}
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int Storybook::LookupStat(const char *key) {
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auto it = stats.find(key);
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if (it == stats.end()){
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stats[key] = 0;
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return 0;
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} else {
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return it->second;
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}
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return 0;
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}
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void Storybook::Find(const char *id) {
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for (Page* page : pages) {
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if (strcmp(page->id, id) == 0) {
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current = page;
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@ -19,6 +41,41 @@ void Storybook::Find(const char* id) {
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current = NULL;
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}
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void Storybook::Advance() {
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// TODO throw an exception if the ending type is choices
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switch(current->footer.type) {
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case FooterType::End:
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IsEnded = true;
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current = NULL;
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return;
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case FooterType::Goto:
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Find(current->footer.link);
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return;
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}
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}
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void Storybook::Advance(int choice_key) {
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// TODO throw an exception if the ending type is not choices.
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Choice* choice = (*current->footer.choices)[choice_key];
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if (!choice) {
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// TODO throw exception?
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}
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if (auto ck = choice->statcheck) {
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int val = LookupStat(ck->stat);
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if (ck->rel == STATCHECK_GT && val < ck->value ||
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ck->rel == STATCHECK_LT && val > ck->value) {
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// TODO throw different exception?
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}
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}
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if (auto cg = choice->statchange) {
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UpdateStat(cg->stat, cg->addend);
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}
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Find(choice->id);
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}
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void print_choice(Choice* c) {
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printf("%d) %s", c->option, c->flavor);
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if (c->statcheck) {
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@ -32,14 +89,15 @@ void print_choice(Choice* c) {
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void Storybook::Play() {
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printf(current->body);
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Choice *choice;
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switch (current->footer.type) {
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case FooterType::End:
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printf("The End.");
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IsEnded = true;
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Advance();
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break;
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case FooterType::Goto:
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Find(current->footer.link);
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Advance();
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printf("Press ENTER to continue...");
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std::cin.get();
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break;
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@ -48,9 +106,9 @@ void Storybook::Play() {
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print_choice(c.second);
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}
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printf("Make a selection: ");
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int choice;
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std::cin >> choice;
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Find((*current->footer.choices)[choice]->id);
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int choice_option;
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std::cin >> choice_option;
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Advance(choice_option);
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break;
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default:
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IsEnded = true; // TODO
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@ -2,18 +2,32 @@
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#define STORYBOOK_H
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#include <vector>
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#include <unordered_map>
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#include <string>
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#include <cstdio>
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#include "cyoa.h"
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class Storybook {
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private:
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std::vector<Page*> pages;
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std::unordered_map<const char*, int> stats;
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Page *current;
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public:
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Storybook(FILE* fin);
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// Functions for looking up and printing stats
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void UpdateStat(const char*, int);
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int LookupStat(const char*);
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std::vector<std::string> GetDefinedStats();
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// Functions to change the game state
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void Find(const char*);
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void Play();
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void Advance(); // For Goto and End cases
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void Advance(int); // For Choices
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bool IsEnded = false;
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// This will probably be moved to the cli driver
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void Play();
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};
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#endif /* STORYBOOK_H */
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