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.