A Brief Description of UCLA
                Dungeon Definition Language (DDL)

                           Bruce Adler
                         Chris Kostanick
                          Michael Stein
                          Michael Urban

                    University of California
                      Los Angeles, CA 90024

     This document describes Dungeon Definition Language, a
     meta-adventure specification language.  It is designed primarily
     for the programmer who wishes to create a DDL "world", and
     secondarily for the programmer attempting to implement DDL on a new
     host machine.


                 (c) 1981 UCLA Computer Club


     1.  Introduction.

          DDL is a system of notation for the  specification
     of  "worlds".   Using  DDL,  a  programmer  may  create
     Objects, Verbs to act upon those objects, and  Routines
     to  describe  the  behavior  of Objects and Verbs.  The
     user of a DDL program, known as the Player, types these
     verbs  and  the  names  of  objects to manipulate those
     objects at a high level.   Thus,  a  Player's  dialogue
     with a DDL program will appear something like:


        You are standing outside the north entrance of a large
        brick building.  Inscribed above the doorway, appear the
        text: 'AARDVARK'S MUSEUM -- GATEWAY TO ADVENTURELAND'.
        There is a coil of rope here.
        There is a shovel here.
        There is a carbide-flame lamp here.
        There is a copy of a newspaper here.
       >take rope
        OK
       >south
        You are in a large rotunda of an old museum.  Doors lead
        to the north, south, east, and west, and a narrow stairway
        in the north-east corner of the room leads down.
        There is a ball-point pen here.
        There is a slip of paper here.
       >take paper
        OK
       >take pen
        OK
       >e
        You are in a dimly lit room containing an empty display case.
        A portion of a vandalized sign above the case reads:
        'ARTIFACTS OF ANCIENT INDIA -- Several of these items,
        including the sacred rhinoceros horn, the deadly ...'.
        The rest of the sign is unreadable.
        To the west, you can look through a large door into the rotunda
        of the museum. On the east wall of the hall there is an outline
        of an arch.
       >sign paper
        In a blinding flash of light, a stone archway appears in the east wall!


          This sort of behavior will be familiar to users of
     the  celebrated  programs,  Adventure  and Dungeon (AKA
     Zork ), of Crowther, Woods, Anderson and Blank.   While
     not as sophisticated in many ways as some of these pro-
     grams, the primary function of DDL is to allow a number
     of  interesting puzzles and games to be exchanged among
     users of disparate machines with a minimum of portabil-
     ity problem.


     2.  General Flow of Execution.

          When the DDL program begins execution,  a  special
     routine  which  has been coded by the DDL programmer is
     executed.  This routine must be given the  name  START.
     START  will  normally initialize demons and set certain
     initial values.  Execution then proceeds in the  cyclic
     fashion described below.

          When a DDL scenario is running, execution proceeds
     in  a series of cycles known as "turns".  On each turn,
     a number of actions takes place.

     (1) Demons:
               Each of the Demon routines  currently  active
               is  run  in  order of activation.  Demon rou-
               tines are specified and activated by the  DDL
               program  by  executing  the  $sdem  function.
               Note: The normal action of Looking (executing
               description  routines)  which  one expects to
               occur on each turn must be coded by  the  DDL
               programmer as a Demon.

     (2) Fuses: All active Fuse routines are checked to  see
               if  they  are  to  be  executed on this turn.
               Those Fuses which have thus "burned down" are
               then  executed  (in  reverse order of activa-
               tion) and removed.

     (3) Parse: The player types a line  of  input,  and  an
               attempt  is made to resolve that input into a
               Verb,  an  Indirect  Object,  and  a   Direct
               Object,  by  means of attendant Prepositions,
               Articles, and Adjectives.  Unambiguous abbre-
               viations  for  words  are  recognized  by the
               parser.   If  an  input  Noun  is   ambiguous
               (because of two objects distinguished by only
               adjectives), DDL routines  called  DWIMD  and
               DWIMI  are  used  to  disambiguate direct and
               indirect  objects  respectively.   DWIMD  and
               DWIMI  each  return  nonzero if the direct or
               indirect  object  is  "possibly  the  one  he
               means"  (e.g.  if  it  is in the room, etc));
               only if exactly one such object  exists  with
               the  given  Noun  name can the parse complete
               successfuly.  any of the input components are
               found  to  be  missing,  the  value  zero  is
               assumed for that object  (and  no  associated
               routines are executed).

          If a syntax error or unknown word is  detected,  a
     hopefully  informative  error  message  is printed.  In
     addition, unknown words encountered in the input may be
     saved in a file for perusal by the DDL programmer.

          The direct object may be enclosed in double-quotes
     by  the  Player.  Such a direct object is returned as a
     String to the program.  Strings may be detected by  the
     program  as  having  "numeric  values"  less than zero.
     Strings may be operated on with the $eqst,  $subs,  and
     $leng functions, and the $say procedure.

     (4) Pre-action:
               The PREACT routine (if any) that the DDL pro-
               grammer has associated with the input Verb is
               executed.   These  routines  typically   will
               check  for  the availability of the object in
               question, and so on.

     (5) Indirect Object:
               The  ACTION  routine  associated   with   the
               Indirect  Object  that  the  Player typed (if
               any) is executed.

     (6) Direct Object:
               The ACTION routine associated with the Direct
               Object that the Player typed (if any) is exe-
               cuted.  For most  specialized  actions  (like
               "rub lamp") the particular code is frequently
               attached to the object.  If the Direct Object
               is  a  String,  the  ACTION  routine (if any)
               associated with the object STRING (if such is
               defined by the programmer) is executed.

     (7) Room Action:
               The ACTION routine associated with  the  room
               the  Player  is in (actually, the LOC of .ME)
               is executed.  Normally, this will be a "tran-
               sition"  routine which will check if the verb
               is "north", and so on.   Note:  This  is  the
               ONLY   aspect   of  "built-in"  action  which
               depends in ANY WAY upon the actual  state  of
               variables within the "dungeon" itself.

     (8)  Verb: The ACTION routine associated with the input
               Verb  (if  any) is executed.  ACTION routines
               for most Verbs will  often  be  default  rou-
               tines.   For  example  the Action routine for
               the Verb  "rub"  might  print  "Rubbing  that
               object is not useful."

     If any of these routines terminates with an ($exit  1),
     the remainder of the current turn is skipped.  Further-
     more, the DDL programmer is responsible for  increment-
     ing  the  Turn Counter (normally in a Demon routine) if
     Fuses are to be used.


     3.  Data types.

     3.1.  Objects.

          Player machinations are in terms of Objects.   All
     Objects  are nodes in a tree, the root node of which is
     labelled ".ALL".  A second  special  object,  ".ME"  is
     considered  to represent the Player.  Objects will nor-
     mally be  treated  either  as  rooms  or  portable-type
     objects,  but  DDL  itself  does  not distinguish these
     functions; all objects  are  stored  and  treated  uni-
     formly.   It  is  therefore  possible, in principal, to
     write a DDL scenario in which the Player may pick up  a
     room,  carry  it,  and  later  enter  it.   Each object
     possesses the following attributes.  If any of these is
     not specified, it is given the default value of zero.

     LOC:  The object ID of the  parent  (location)  of  the
           object.

     CONT: The object ID of the first  child  (contents)  of
           the object.

     LINK: The object ID of the next sibling (others in  the
           same place) of the object

     ADJ:  The Adjective  ID  which  uniquely  distinguishes
           this  object  from  others  of  the same name (if
           any).

     OTHERS:
           The Object ID of another  object  with  the  same
           name  as  this  object,  though  with a different
           adjective.

     NAME: The unqualified Noun by which  the  Player  names
           the object.

     PROPS: Up to 25 numeric values can be arbitrarily asso-
           ciated  with  an  object  by  the DDL programmer.
           Properties 1-16 may only possess the values 0  or
           1.   The others may range in value from -32768 to
           +32767.  The last three of these properties  have
           special  usages.  Their indices are predefined by
           the compiler.

     LDESC (23)
           The Routine ID of a "Long Description" routine

     SDESC (24)
           The Routine ID of a "Short Description" routine

     ACTION (25)
           The Routine ID  of  a  "Action"  routine,  to  be
           called  if the Player either attempts to do some-
           thing with that object (specifies it as a  Direct
           or Indirect Object), or while inside that object.

     3.2.  Verbs.

          The "commands" typed by the Player must name Verbs
     which  have  been  defined by the DDL programmer.  Each
     Verb is associated with two Routine ID's:

     PREACT:
           The Routine ID of a routine to execute  when  the
           verb  has been recognized and the remaining input
           identified,  but  before  any  "Action"  routines
           associated  with  the  Objects in that input have
           been executed.  For example, the  PREACT  routine
           of "take" might check to see if the direct object
           is in the room.

     ACTION:
           The Routine ID of a routine to execute after  all
           input  object  action  routines have been called.
           Our experience has been that such routines end up
           being  "default" routines that typically only say
           things like "Rubbing that object does nothing."

     3.3.  Strings.

          Simple strings may be defined by the DDL  program-
     mer  to  be printed.  Strings may be up to 255 bytes in
     length,  delimited  by  double-quote  marks.   Carriage
     returns  may  be  embedded  in  strings  freely, or the
     sequence \n may be used to represent a carriage  return
     at any point.

     3.4.  Numbers.

          DDL  programers  may  only   specify   nonnegative
     integers  up  to 32767.  However, a routine may compute
     any integer value from -32768 to +32767.

     3.5.  Adjectives.

          Adjectives possess no data, but are uniquely  num-
     bered by the DDL compiler so as to have unique internal
     IDs (which begin at the value 1).  Adjectives are  nor-
     mally  only  used  to distinguish various objects which
     have the same Noun name (eg  the  "red  book"  and  the
     "blue book").

     3.6.  Routines

          Routines represent the actual logical behavior  of
     the  Dungeon.   A routine consists of one or more calls
     to builtin or user-defined  functions.   Internally,  a
     routine  may be stored as an interpretive program for a
     very simple stack machine.  The internal representation
     is  up  to  the  implementer.   Routines  may  call one
     another, and a single routine may  call  itself  recur-
     sively.

     3.7.  Globals

          50 globals (numbered 0-49) are  available  to  the
     DDL programmer and may contain any integer value.  They
     are named by numeric  constants.   Such  constants  are
     conveniently  assigned  symbolic  names by means of the
     VAR declaration described below.  The last  three  glo-
     bals  are set each turn to contain the Indirect Object,
     Direct Object, and Verb typed by the player.  The  con-
     stants  Iobj, Dobj, and Verb are predefined by the com-
     piler to refer to those globals.

     4.  DDL Programs

          Note: In the syntactic descriptions  below,  meta-
     variables  such  as varname refer to user-defined iden-
     tifiers.  These identifiers  consist  of  a  string  of
     alphameric  characters  of  arbitrary  length.   A  DDL
     specification consists of one or more  DDL  statements,
     each  terminated  by a semicolon.  The following state-
     ments exist:


     VAR varname, varname,...

          Declares each varname as a new symbol.  The symbol
     is  defined  as  a constant with a value different from
     each previously declared <varname>.  <varname> must not
     be previously declared.

          Example: VAR strength, intell, wisdom;


     VERB verbname, verbname,...

          Declares each verbname as  a  new  verb.  verbname
     must not be previously assigned.

          Example: VERB north,south,east,west;


     ADJEC adjectivename, adjectivename,...

          Creates a new adjective with  name  adjectivename,
     which must not be previously assigned.

          Example: ADJEC red,green,blue;


     NOUN noun[(container)]

          Creates a new  object  named  noun  whose  initial
     location  is  container.   noun  may  not be previously
     assigned; container must be of type NOUN.  If the (con-
     tainer)  clause is omitted, the new object is placed in
     object .ALL .  the noun may actually  be  a  adjective-
     noun pair.

          Examples:

             NOUN red book, blue book;
             NOUN worm(red book);


     ROUTINE routinename, routinename, ...
             Declares that the routinenames listed  will  be
             used  for  Routines later in the program.  This
             is to allow DDL, which is intended to be easily
             implementable,  to deal with recursive routines
             (which have not yet been declared at  the  time
             of their definitions).  Only routines which are
             used before being defined need to  be  declared
             with this statement.


     ARTICLE article, article,...

          Creates each article as an article.  Articles  are
     recognized  by  the  run-time parser, but are basically
     "noise" words.

          Example: ARTICLE the;


     PREP prep, prep,...

          Creates each prep as a preposition.   Prepositions
     are  basically  noise words, but are used by the parser
     to recognize the presence of indirect  objects  in  the
     Player's input.

          Example: PREP into,on,using,to,at;


     noun (numexp) = exp2

          Property numexp of noun is set  to  the  value  of
     exp2.   exp2 may be a number, a string, a routine name,
     or a new routine; the numeric value or ID  of  exp2  is
     always placed into the specified property.

          Examples:

             gem(11)=0;              { 11 == Luminous }
             gem(LDESC) = ($say "There is a bright gem here!");
             gem(SDESC) = ($say "a bright gem");
             gem(ACTION) = GmAct;



     verb (PREACT | ACTION) = routine

          Assigns  routine  as  the  pre-object  action   or
     default action of the given verb.  The routine may be a
     predefined routine name or an actual routine.

          Example:

             rub(ACTION) =   ($say "Rubbing ")
                             ($sdisc ($dobj))
                             ($say " seems silly.0);



     name = number

          Assigns name as equivalent to number.   name  must
     not be previously assigned.

          Example: OPEN=11; TRUE=1;

     name1 = name2

          Assigns name1 as a synonym for name2.

          Example: n=north;s=south;se=southeast;

     (numexp) = numexp2

          Assigns the global (or VAR) named by numexp to the
     value given by numexp2.

          Example: (Maxpt)=450;

     name =  "string"

          Assigns name as  equivalent  to  "string".   Note:
     This  seems  to be rarely, if ever, used.  Usually it's
     just as easy to assign  a  routine  to  Say  the  given
     string.   However,  there  are  other string functions,
     such as $eqst and $substr, for which it may  be  useful
     to predefine strings.

          Example:
		err="Nothing  happens.\n";
		MagicWord  = "ShaZam";

     name = routine

          Assigns name as equivalent to routine

          Example: sayer=($say "Nothing happens.\n");

     INCLUDE "filename"

          (UNIX implementation only) Causes input to be read
     from the named file.


5.  Routines

     A routine is a list of one or more "forms".  Forms  are
of three types:

     (form1 : form, form ... [: elseform, elseform ...])

          Conditional expression.   If  form1  evaluates  to
     nonzero, the subsequent forms are executed in sequence.
     Otherwise,  the  list  of  elseforms  is  executed   in
     sequence.   Note:  The second colon, and the subsequent
     elseforms, are optional.

          Example:


             (TRUE : ($say "Always do me") : ($say "Never do me"))


     (WHILE form1 : form, form ... )

          Simple looping construct.  If form1  evaluates  to
     nonzero,   the   subsequent   forms  are  evaluated  in
     sequence.  This process is repeated until such  a  time
     as form1 is found to evaluate to zero.

          Example:


             (WHILE ($eq ($loc .ME) JewlRoom) : (TRYmv .ME Prison))

     (function arg1 arg2 ...)

          Function call (note  that  all  builtin  functions
     begin  with  the character $).  The function is applied
     to the args.  An argument  may  be  a  number,  string,
     declared  name, or another form.  However, the function
     must be a simple identifier, or a form which  evaluates
     to  a  function  identifier  ( e.g.  ($ldisc xxx)).  In
     addition, three special argument types are recognized:

          An argument such as "@number"  is  interpreted  as
     "contents of global number".

          An argument such as "%numberR" is  interpreted  as
     "the value of the numberR argument to this function".

          An argument such as "[adj noun]" must be  used  if
     the  programmer  wishes  to  refer to an object with an
     associated adjective.

     Examples:

        VERB north,south,east,west,ne,nw,se,sw,up,down;
        n=north; s=south; e=east; w=west; u=up; d=down;

        NOUN rm001,rm002,rm003,rm004,rm005,rm006;
        NOUN .ME(rm001);

        ADJECTIVE red,blue;
        NOUN red ball(rm002),blue ball(rm003);

        red ball(LDESC) = ($say "There is a red ball here.");
        red ball(SDESC) = ($say "Red ball.");

        VAR score;
        (score) = 0;

        TAKBT = 16;
        TRUE = 1; FALSE=0;
        red ball(TAKBT) = TRUE;

        ROUTINE takeR;                  { Declared later }

        VERB take;
        take(ACTION) =  ( ($and ($prop ($dobj) TAKBT)
                                ($eq ($loc .ME)($loc ($dobj)))):
                                        (takeR ($dobj))
                        );
        takeR =         ($move %1 .ME)
                        (($eq %1 [red ball]):
                                ($say "The ball is glowing!")
                                ($setg score ($plus 10 @score)));


6.  Built-in Functions

     The following functions are built-in  functions  avail-
able  to  the DDL programmer.  These functions are the heart
of the DDL system and are the means whereby the DDL routines
manipulate  all  system  data.   Thus,  these functions com-
pletely describe the facilities of the DDL system.

6.1.  Functions on objects

$loc    ($loc obj) -> The container of obj.

$cont   ($cont obj) -> First item contained in obj.

$link   ($link obj) -> The next object in the same  node  as obj.

$ldisc  ($ldisc obj) -> The routine ID for the long description of obj.

$sdisc  ($sdisc  obj)  ->  The  routine  ID  for  the  short description
	of obj.

$rtn    ($rtn obj) -> The ACTION routine for obj.

$prop   ($prop obj propnum) ->  returns  the  value  of  the propnum'th
	property of obj.

6.2.  Arithmetic Funcions

$plus   ($plus arg1 arg2) -> arg1+arg2

$minus  ($minus arg1 arg2) -> arg1-arg2

$times  ($times arg1 arg2) -> arg1*arg2

$quotient	($quotient num den) -> [num/den]

$remainder	($remainder num den) -> num mod den

$rand   ($rand arg) -> Random  integer  between  1  and  arg inclusive

6.3.  Boolean Functions

$and    ($and a b) -> a (bitwise AND) b

$or     ($or a b) -> a (bitwise OR) b

$not    ($not x) ->  IF x nonzero THEN zero ELSE one.

$yorn   ($yorn) -> Waits for the Player to type  a  line  of
        input.  Returns one if the Player types "yes" or "y"
        and zero otherwise.

$pct    ($pct prob) -> Returns one, prob% of the time,  zero
        otherwise.

$eq     ($eq arg1 arg2) -> 1 if arg1 equals arg2, zero  oth-
        erwise.

$ne     ($ne arg1 arg2) -> IF arg1 ~= arg2 THEN   one   ELSE
        zero.

$lt     ($lt arg1 arg2) -> 1 if arg1 < arg2, zero otherwise.

$gt     ($gt arg1 arg2) -> 1 if arg1 > arg2, zero otherwise.

$le     ($le arg1 arg2) -> 1 if arg1 <=  arg2,  zero  other-
        wise.

$ge     ($ge arg1 arg2) -> 1 if arg1 >=  arg2,  zero  other-
        wise.

6.4.  Builtin Procedures (no return value)

$setg    ($setg globalnumber  value)  ->  No  return  value.
        Sets the contents of global #globalnumber to value.

$setp   ($setp obj propnum value) -> No return value.   Sets
        the  propnum'th property of obj to value.  Note that
        properties 1-16 may only contain 0 or 1.

$move   ($move obj dest) -> No return value.  Causes obj  to
        be  placed inside dest, and adjusts pointers accord-
        ingly.  Danger: No checking is performed  to  verify
        that  $move  is  not  being used to violate the tree
        structure of the object list (eg ($move  obj  obj)).
        Bad results are likely if this occurs.

$say    ($say msg) -> No return value.  Types msg.

$name   ($name obj) ->  No  return  value.   Types  the  (5-
        letter) name of obj.

$num    ($num x) -> No return value.  Types the number x.

$exit   ($exit n)  ->  Leave  present  routine.   ($exit  1)
        causes  the  current  "turn"  to be prematurely ter-
        minated and the next turn to  be  initiated  at  the
        Demon  phase.   ($exit  0)  returns to the driver to
        begin the next phase.

$rtrn   ($rtrn n) -> Exits to the calling routine, returning
        value 'n' TO THE CALLING FUNCTION.

$spec   ($spec code arg1 arg2 arg3 arg4) -> Performs a  spe-
        cial function as follows:

            +------+-----------------------------------+
            | code |              function	       |
            +------+-----------------------------------+
            | 3    |     Terminate this run of DDL     |
            +------+-----------------------------------+
            | 4    |            Save a game            |
            +------+-----------------------------------+
            | 5    |          Restore a game           |
            +------+-----------------------------------+
            | 7    |Preserve unknown words in file arg1|
            +------+-----------------------------------+


     Functions 4 and 5 prompt for a file name in  which  the
saved  game  is  kept.   Function 7 causes any unknown words
encountered by the parser to be  preserved  in  a  file  for
later  perusal  by  the DDL programmer.  It would be used to
learn about things players have  tried  unsuccessfully  that
should be dealt with.  The file must already exist, and must
be specified as a string.

     ALL arguments must be specified, even if zero.

6.5.  Global-value functions

$glob   ($glob n) -> Value of global n.  Equivalent to @n.

$verb   ($verb) -> The ID of the verb returned by the parser
        (zero  if  none).  Typically used in comparisons, it
        is equivalent to @Verb.

$dobj   ($dobj) -> The ID of the direct object  returned  by
        the parser (zero if none).  Equivalent to @Dobj.

$iobj   ($dobj) -> The ID of the indirect object returned by
        the parser (zero if none).  Equivalent to @Iobj.

6.6.  Transition Procedures

$setv   ($setv v1 v2 v3 v4 v5 v6 v7 v8 v9 v10) ->  sets  the
        values  in the internal vector VECVERB to the values
        v1 thru v10.  These are used by  routines  $hit  and
        $miss.

$hit    ($hit mover d1 d2 d3 d4 d5 d6 d7 d8 d9  d10)  ->  No
        return  value.   Compares ($verb) with the values in
        builtin vector VECVERB.  When ($verb)  is  found  to
        match  the  nth entry in VECVERB, ($move mover d[n])
        is executed.  Note that mover is what gets moved  to
        d[n];  this  argument is naturally absent from $setv
        and $miss.

$miss   ($miss r1 r2 r3 r4 r5 r6 r7 r8 r9 r10) -> no  return
        value.   Compares  ($verb)  to VECVERB as $hit does.
        When a match to the nth entry in VECVERB  is  found,
        routine  r[n] is called.  An attempt to call routine
        0 does nothing.

6.7.  String Functions

     There are two varieties of strings.   Constant  strings
defined  by  the  DDL  programmer  are permanent, and have a
numeric "value" greater than zero (which is in fact a  table
index).  Strings typed by the Player as a direct object, and
strings produced by the functions $eqst and $read  are  tem-
porary,  have a numeric "value" less than zero (which allows
the programmer to determine if the direct object is in  fact
a string), and are purged by having their index values recy-
cled at the beginning of every turn.  No more than 200  such
strings may be generated on a given turn.

$eqst   ($eqst arg1 arg2) )-> 1 iff the strings specified by
        the two args are equal, zero otherwise.

$subs   ($subs str index length) )-> a string consisting  of
        the  substring  of  str, starting at character index
        (with an origin of Zero for  the  beginning  of  the
        string), for the specified length.  A length of zero
        causes all  the  remaining  characters  starting  at
        index to be taken.

$leng   ($leng str) )-> The length of string str.

$read   ($read) )-> Causes DDL to pause and wait  for  input
        from  the  Player.   Returns  the  string the player
        typed, without the trailing newline.

6.8.  Demons and Fuses

$sdem   ($sdem n) -> Activates routine n as a Demon,  to  be
        executed every turn.  At least one such Demon should
        exist, to Look at the Player's current location, and
        to increment the turn counter

$ddem   ($ddem n) -> Removes routine n from the active Demon
        list.   For example, ($ddem Kount) undoes the action
        of ($sdem Kount).

$sfus   ($sfus rout n) -> Causes routine "rout" to  be  exe-
        cuted (one time only) after n turns.  Such a routine
        is called a Fuse.

$dfus   ($dfus rout) -> Causes routine rout to be taken  off
        the pending fuse list.

$itun   ($itun) -> Increments the turn counter.  This  is  a
        builtin  function because fuses depend upon the turn
        counter.  The DDL programmer has the option to "slow
        time"  by  refraining  from  incrementing  the  turn
        counter.

$gtun   ($gtun) -> Returns the current turn counter value.