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puzzle.lex
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puzzle.lex
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%{
#include <stdio.h>
#include <string.h>
#include "puzzle.tab.h"
#include "puzzleData.h"
int modeToEnter = -1;
int commentNestingLevel = 0;
int inMode = 0;
int dimensionCount = 0;
int spriteLine = 0;
int nameLine = 0;
int colorLine = 0;
int keyFound = 0;
%}
%option noyywrap caseless yylineno
%s MODE
%s IDENTIFIER
%s FLOAT
%s DIMENSIONS
%s COMMENT
%s OBJECT_NAME
%s OBJECT_COLORS
%s OBJECT_SPRITE
%s LEGEND
%s SOUNDS
%s COLLISIONLAYERS
%s RULES
%s WINCONDITIONS
%s LEVELS
glyph [^[:blank:]\(\n]
hexcode #([a-fA-F0-9]{8}|[a-fA-F0-9]{6}|[a-fA-F0-9]{3})
name ([a-zA-Z0-9_#]*[a-zA-Z][a-zA-Z0-9_]*){1,}
word [^[:blank:]\(\n]+
colors (black|white|lightgray|lightgrey|gray|grey|darkgray|darkgrey|red|darkred|lightred|brown|darkbrown|lightbrown|orange|yellow|green|darkgreen|lightgreen|blue|lightblue|darkblue|purple|pink|transparent)
color (color|colour)
%%
^title[ ]+ { BEGIN IDENTIFIER; return TITLE; }
^author[ ]+ { BEGIN IDENTIFIER; return AUTHOR; }
^homepage[ ]+ { BEGIN IDENTIFIER; return HOMEPAGE; }
^require_player_movement { return REQUIRE_PLAYER_MOVEMENT; }
^color_palette[ ]+ { BEGIN IDENTIFIER; return COLOR_PALETTE; }
^again_interval[ ]+ { BEGIN IDENTIFIER; return AGAIN_INTERVAL; }
^background_color[ ]+ { BEGIN IDENTIFIER; return BACKGROUND_COLOR; }
^key_repeat_interval[ ]+ { BEGIN FLOAT; return KEY_REPEAT_INTERVAL; }
^realtime_interval[ ]+ { BEGIN FLOAT; return REALTIME_INTERVAL; }
^noaction { return NOACTION; }
^norepeat_action { return NOREPEAT_ACTION; }
^noundo { return NOUNDO; }
^norestart { return NORESTART; }
^run_rules_on_level_start { return RUN_RULES_ON_LEVEL_START; }
^scanline[ ]+ { BEGIN IDENTIFIER; return SCANLINE; }
^text_color[ ]+ { BEGIN IDENTIFIER; return TEXT_COLOR; }
^throttle_movement[ ]+ { BEGIN IDENTIFIER; return THROTTLE_MOVEMENT; }
^zoomscreen[ ]+ { BEGIN DIMENSIONS; return ZOOMSCREEN; }
^flickscreen[ ]+ { BEGIN DIMENSIONS; return FLICKSCREEN; }
^enable_level_select {}
^debug { return DEBUG; }
^verbose_logging { return VERBOSE_LOGGING; }
<IDENTIFIER>.*/[\n] {
if (modeToEnter == -1) {
BEGIN INITIAL;
} else {
BEGIN modeToEnter;
}
yylval.identifier = strdup(yytext);
return ID;
}
<IDENTIFIER>{hexcode} {
if (modeToEnter == -1) {
BEGIN INITIAL;
} else {
BEGIN modeToEnter;
}
yylval.identifier = strdup(yytext);
return ID;
}
<FLOAT>[0-9\.]+ {
BEGIN INITIAL;
yylval.decimal = atof(yytext);
return DECIMAL;
}
<DIMENSIONS>[0-9]+ {
yylval.number = atoi(yytext);
dimensionCount++;
if (dimensionCount > 2) {
dimensionCount = 0;
BEGIN INITIAL;
}
return DIGIT;
}
<DIMENSIONS>x {}
={2,}[\n]+ {
if (inMode) {
inMode = 0;
BEGIN modeToEnter;
} else {
inMode = 1;
BEGIN MODE;
}
}
<MODE>^OBJECTS {
modeToEnter = OBJECT_NAME;
return MODE_HEADER;
}
<MODE>^LEGEND {
modeToEnter = LEGEND;
return MODE_HEADER;
}
<MODE>^SOUNDS {
modeToEnter = SOUNDS;
return MODE_HEADER;
}
<MODE>^COLLISIONLAYERS {
modeToEnter = COLLISIONLAYERS;
return MODE_HEADER;
}
<MODE>^RULES {
modeToEnter = RULES;
return MODE_HEADER;
}
<MODE>^WINCONDITIONS {
modeToEnter = WINCONDITIONS;
return MODE_HEADER;
}
<MODE>^LEVELS {
modeToEnter = LEVELS;
return MODE_HEADER;
}
<OBJECT_NAME>{word} {
yylval.identifier = strdup(yytext);
nameLine = 1;
return OBJID;
}
<OBJECT_NAME>\n {
if (nameLine) {
modeToEnter = OBJECT_COLORS;
BEGIN OBJECT_COLORS;
nameLine = 0;
}
return END_OF_OBJECT_LINE;
}
<OBJECT_COLORS>({colors}|{hexcode}) {
yylval.identifier = strdup(yytext);
return COLOR;
}
<OBJECT_COLORS>\n {
modeToEnter = OBJECT_SPRITE;
BEGIN OBJECT_SPRITE;
return END_OF_OBJECT_LINE;
}
<OBJECT_SPRITE>[0-9\.] {
spriteLine = 1;
yylval.tile = yytext[0];
return GLYPH;
}
<OBJECT_SPRITE>[a-z] {
// we clearly aren't doing a sprite. try again
yyless(1);
BEGIN OBJECT_NAME;
return END_OF_OBJECT_LINE;
}
<OBJECT_SPRITE>\n {
if (spriteLine) {
spriteLine = 0;
return END_OF_OBJECT_LINE;
} else {
modeToEnter = OBJECT_NAME;
BEGIN OBJECT_NAME;
return END_OF_OBJECT_LINE;
}
}
<LEGEND>^[a-zA-Z0-9_\.#\*@]{2,} {
yylval.identifier = strdup(yytext);
return LEGEND_ID;
}
<LEGEND>^{glyph} {
yylval.tile = tolower(yytext[0]);
return LEGEND_GLYPH;
}
<LEGEND>= { return EQUALS; }
<LEGEND>[ \t]and[ \t] { return LEGEND_AND; }
<LEGEND>[ \t]or[ \t] { return LEGEND_OR; }
<LEGEND>[\n] { return END_LEGEND_LINE; }
<LEGEND>[a-zA-Z0-9_]+ {
yylval.identifier = strdup(yytext);
return LEGEND_VALUE;
}
<SOUNDS>[^=]+
<COLLISIONLAYERS>[A-Za-z0-9]+ {
yylval.identifier = strdup(yytext);
return LAYER_NAME;
}
<COLLISIONLAYERS>[\n]+ {
return END_LAYER;
}
<COLLISIONLAYERS>[, ]+
<RULES>startloop
<RULES>endloop
<RULES>\[ {
return OPEN_SQUARE;
}
<RULES>\] {
return CLOSE_SQUARE;
}
<RULES>\| {
return VERTICAL_PIPE;
}
<RULES>up {
yylval.enumValue = UP;
return DIRECTION;
}
<RULES>down {
yylval.enumValue = DOWN;
return DIRECTION;
}
<RULES>left {
yylval.enumValue = LEFT;
return DIRECTION;
}
<RULES>right {
yylval.enumValue = RIGHT;
return DIRECTION;
}
<RULES>\+ {
/* yylval.enumValue = RIGHT; */
/* return DIRECTION; */
// Eat the + for now until I figure out where I want it
}
<RULES>horizontal {
yylval.enumValue = HORIZONTAL;
return DIRECTION;
}
<RULES>vertical {
yylval.enumValue = VERTICAL;
return DIRECTION;
}
<RULES>parallel {
yylval.enumValue = PARALLEL;
return DIRECTION;
}
<RULES>perpendicular {
yylval.enumValue = PERPENDICULAR;
return DIRECTION;
}
<RULES>stationary {
yylval.enumValue = STATIONARY;
return DIRECTION;
}
<RULES>moving {
yylval.enumValue = MOVING;
return DIRECTION;
}
<RULES>action {
yylval.enumValue = USE;
return DIRECTION;
}
<RULES>randomDir {
yylval.enumValue = RANDOMDIR;
return DIRECTION;
}
<RULES>random {
yylval.enumValue = RANDOM;
return DIRECTION;
}
<RULES>\^ {
yylval.enumValue = REL_UP;
return DIRECTION;
}
<RULES>v {
yylval.enumValue = REL_DOWN;
return DIRECTION;
}
<RULES>\< {
yylval.enumValue = REL_LEFT;
return DIRECTION;
}
<RULES>\> {
yylval.enumValue = REL_RIGHT;
return DIRECTION;
}
<RULES>no {
yylval.enumValue = COND_NO;
return DIRECTION;
}
<RULES>late {
yylval.enumValue = LATE;
return EXECUTION_TIME;
}
<RULES>-> {
return ARROW;
}
<RULES>{name} {
yylval.identifier = strdup(yytext);
return OBJID;
}
<RULES>\.\.\. {
yylval.identifier = strdup(yytext);
return OBJID;
}
<RULES>\n+ {
return END_OF_RULE;
}
<WINCONDITIONS>(all|no|some|any) {
if (strcasecmp(yytext, "all") == 0) {
yylval.enumValue = ALL;
} else if (strcasecmp(yytext, "any") == 0) {
yylval.enumValue = ANY;
} else if (strcasecmp(yytext, "no") == 0) {
yylval.enumValue = NO;
} else if (strcasecmp(yytext, "some") == 0) {
yylval.enumValue = SOME;
}
// `one` would be a useful word here
return LOGIC_WORD;
}
<WINCONDITIONS>on {
return LOGIC_ON;
}
<WINCONDITIONS>{name} {
yylval.identifier = strdup(yytext);
return OBJID;
}
<LEVELS>\n {
return LEVEL_EOL;
}
message[ ]+ {
BEGIN IDENTIFIER;
return MESSAGE;
}
<LEVELS>{glyph} {
yylval.tile = tolower(yytext[0]);
return GLYPH;
}
<LEVELS>level_select_point {}
[ \t\n]
\( {
commentNestingLevel++;
BEGIN COMMENT;
}
<COMMENT>[^\)\(]* {
}
<COMMENT>\) {
commentNestingLevel--;
if (commentNestingLevel == 0) {
if (modeToEnter == -1) {
BEGIN INITIAL;
} else {
BEGIN modeToEnter;
}
}
}
<<EOF>> {
BEGIN INITIAL;
modeToEnter = -1;
commentNestingLevel = 0;
inMode = 0;
return END_OF_FILE;
}
%%