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/*
 * Copyright © 2021 Michael Smith <mikesmiffy128@gmail.com>
 *
 * Permission to use, copy, modify, and/or distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
 * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
 * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
 * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
 * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "../intdefs.h"
#include "../kv.h"
#include "../noreturn.h"
#include "../os.h"

#ifdef _WIN32
#define fS "S"
#else
#define fS "s"
#endif

static noreturn die(const char *s) {
	fprintf(stderr, "mkgamedata: %s\n", s);
	exit(100);
}

/*
 * We keep the gamedata KV format as simple and flat as possible:
 *
 *   <varname> <expr>
 *   <varname> { <gametype> <expr> <gametype> <expr> ... [default <expr>] }
 *   [however many entries...]
 *
 * If that doesn't make sense, just look at one of the existing data files and
 * then it should be obvious. :^)
 *
 * Note: if `default` isn't given in a conditional block, that piece of gamedata
 * is considered unavailable and modules that use it won't get initialised/used.
 */
struct ent {
	const char *name;
	// normally I'd be inclined to do some pointer bitpacking meme but that's
	// annoying and doesn't matter here so here's an bool and 7 bytes of padding
	bool iscond;
	union {
		struct {
			struct ent_cond {
				const char *name;
				// note: can be any old C expression; just plopped in
				const char *expr;
				struct ent_cond *next;
			} *cond;
			// store user-specified defaults in a special place to make the
			// actual codegen logic easier
			const char *defval;
		};
		const char *expr;
	};
	struct ent *next;
} *ents_head, **ents_tail = &ents_head;

struct parsestate {
	const os_char *filename;
	struct kv_parser *parser;
	const char *lastkey;
	struct ent_cond **nextcond;
	bool incond;
};

static noreturn badparse(struct parsestate *state, const char *e) {
	fprintf(stderr, "mkgamedata: %" fS ":%d:%d: parse error: %s",
			state->filename, state->parser->line, state->parser->col, e);
	exit(1);
}

static void kv_cb(enum kv_token type, const char *p, uint len, void *ctxt) {
	struct parsestate *state = ctxt;
	switch (type) {
		case KV_IDENT: case KV_IDENT_QUOTED:
			char *k = malloc(len + 1);
			if (!k) die("couldn't allocate key string");
			memcpy(k, p, len);
			k[len] = '\0';
			state->lastkey = k;
			break; 
		case KV_NEST_START:
			if (state->incond) badparse(state, "unexpected nested object");
			state->incond = true;
			struct ent *e = malloc(sizeof(*e));
			if (!e) die("couldn't allocate memory");
			e->name = state->lastkey;
			e->iscond = true;
			e->cond = 0;
			e->defval = 0;
			state->nextcond = &e->cond;
			e->next = 0;
			*ents_tail = e;
			ents_tail = &e->next;
			break;
		case KV_NEST_END:
			state->incond = false;
			break;
		case KV_VAL: case KV_VAL_QUOTED:
			if (state->incond) {
				// dumb special case mentioned above
				if (!strcmp(state->lastkey, "default")) {
					(*ents_tail)->defval = state->lastkey;
					break;
				}
				struct ent_cond *c = malloc(sizeof(*c));
				if (!c) die("couldn't allocate memory");
				c->name = state->lastkey;
				char *expr = malloc(len + 1);
				if (!expr) die("couldn't allocate value/expression string");
				memcpy(expr, p, len);
				expr[len] = '\0';
				c->expr = expr;
				c->next = 0;
				*(state->nextcond) = c;
				state->nextcond = &c->next;
			}
			else {
				// also kind of dumb but whatever
				struct ent *e = malloc(sizeof(*e));
				if (!e) die("couldn't allocate memory");
				e->name = state->lastkey;
				e->iscond = false;
				char *expr = malloc(len + 1);
				if (!expr) die("couldn't allocate value/expression string");
				memcpy(expr, p, len);
				expr[len] = '\0';
				e->expr = expr;
				e->next = 0;
				*ents_tail = e;
				ents_tail = &e->next;
			}
	}
}

#define _(x) \
	if (fprintf(out, "%s\n", x) < 0) die("couldn't write to file");
#define F(f, ...) \
	if (fprintf(out, f "\n", __VA_ARGS__) < 0) die("couldn't write to file");
#define H() \
_( "/* This file is autogenerated by src/build/mkgamedata.c. DO NOT EDIT! */") \
_( "")

int OS_MAIN(int argc, os_char *argv[]) {
	for (++argv; *argv; ++argv) {
		int fd = os_open(*argv, O_RDONLY);
		if (fd == -1) die("couldn't open file");
		struct kv_parser kv = {0};
		struct parsestate state = {*argv, &kv};
		char buf[1024];
		int nread;
		while (nread = read(fd, buf, sizeof(buf))) {
			if (nread == -1) die("couldn't read file");
			kv_parser_feed(&kv, buf, nread, &kv_cb, &state);
			if (kv.state == KV_PARSER_ERROR) goto ep;
		}
		kv_parser_done(&kv);
		if (kv.state == KV_PARSER_ERROR) {
ep:			fprintf(stderr, "mkgamedata: %" fS ":%d:%d: bad syntax: %s\n",
					*argv, kv.line, kv.col, kv.errmsg);
			exit(1);
		}
		close(fd);
	}

	FILE *out = fopen(".build/include/gamedata.gen.h", "wb");
	if (!out) die("couldn't open gamedata.gen.h");
	H();
	for (struct ent *e = ents_head; e; e = e->next) {
		if (e->iscond) {
F( "extern int gamedata_%s;", e->name)
			if (e->defval) {
F( "#define gamedata_has_%s true", e->name)
			}
			else {
F( "extern bool gamedata_has_%s;", e->name)
			}
		}
		else {
F( "enum { gamedata_%s = %s };", e->name, e->expr)
F( "#define gamedata_has_%s true", e->name)
		}
	}

	out = fopen(".build/include/gamedatainit.gen.h", "wb");
	if (!out) die("couldn't open gamedatainit.gen.h");
	H();
	for (struct ent *e = ents_head; e; e = e->next) {
		if (e->iscond) {
			if (e->defval) {
F( "int gamedata_%s = %s", e->name, e->defval);
			}
			else {
F( "int gamedata_%s;", e->name);
F( "bool gamedata_has_%s = false;", e->name);
			}
		}
	}
_( "")
_( "void gamedata_init(void) {")
	for (struct ent *e = ents_head; e; e = e->next) {
		if (e->iscond) {
			for (struct ent_cond *c = e->cond; c; c = c->next) {
				if (!e->defval) {
					// XXX: not bothering to generate `else`s. technically this
					// has different semantics; we hope that the compiler can
					// just do the right thing either way.
F( "	if (GAMETYPE_MATCHES(%s)) {", c->name)
F( "		gamedata_%s = %s;", e->name, c->expr)
F( "		gamedata_has_%s = true;", e->name)
_( "	}")
				}
				else {
F( "	if (GAMETYPE_MATCHES(%s)) %s = %s;", c->name, e->name, c->expr)
				}
			}
		}
	}
_( "}")

	return 0;
}

// vi: sw=4 ts=4 noet tw=80 cc=80