for (int hint=1; hint<=HNTMAX; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc,hint+10))
+ if (!CNDBIT(game.loc,hint+HBASE))
game.hintlc[hint]= -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
/* The pirate's spotted him. He leaves him alone once we've
* found chest. K counts if a treasure is here. If not, and
* tally=1 for an unseen chest, let the pirate be spotted.
- * Note that game.place(CHEST)=0 might mean that he's thrown
+ * Note that game.place[CHEST]=0 might mean that he's thrown
* it to the troll, but in that case he's seen the chest
* (game.prop=0). */
if (game.loc == game.chloc || game.prop[CHEST] >= 0)
for (int j=MINTRS; j<=MAXTRS; j++) {
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (j == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
- if (HERE(j))
- k=1;
+ if (j==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
return true;
}
if (TOTING(j)) {
game.dloc[PIRATE]=game.chloc;
game.odloc[PIRATE]=game.chloc;
game.dseen[PIRATE]=false;
-
return true;
}
if (HERE(j))
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,NOBACK) || PCT(85))))
return true;
game.dflag=2;
for (int i=1; i<=2; i++) {
if (kk != 0)
do {
game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
- /* Have we avoided a dwarf enciounter? */
- bool avoided = (game.newloc > 300 ||
+ /* Have we avoided a dwarf encounter? */
+ bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.odloc[i] ||
(j > 1 && game.newloc == TK[j-1]) ||
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc,3)) ||
+ (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
labs(TRAVEL[kk])/1000000 == 100);
if (!avoided) {
TK[j++] = game.newloc;
game.oldloc=game.loc;
K2=0;
if (motion == game.loc)K2=91;
- if (CNDBIT(game.loc,4))K2=274;
+ if (CNDBIT(game.loc,NOBACK))K2=274;
if (K2 == 0) {
for (;;) {
LL=MOD((labs(TRAVEL[KK])/1000),1000);
if (LL != motion) {
- if (LL <= 300) {
+ if (!SPECIAL(LL)) {
if (FORCED(LL) && MOD((labs(TRAVEL[KEY[LL]])/1000),1000) == motion)
K2=KK;
}
for (;;) {
game.newloc=LL/1000;
motion=MOD(game.newloc,100);
- if (game.newloc <= 300) {
+ if (!SPECIAL(game.newloc)) {
if (game.newloc <= 100) {
if (game.newloc == 0 || PCT(game.newloc))
break;
}
game.newloc=MOD(LL,1000);
- if (game.newloc <= 300)
+ if (!SPECIAL(game.newloc))
return true;
if (game.newloc <= 500) {
- game.newloc=game.newloc-300;
+ game.newloc=game.newloc-SPECIALBASE;
switch (game.newloc)
{
case 1:
static bool do_command(FILE *cmdin)
/* Get and execute a command */
{
- long KQ, VERB, KK, V1, V2;
+ long KQ, VERB, V1, V2;
long i, k, KMOD;
static long igo = 0;
static long obj = 0;
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,3)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc,NOARRR)) {
for (i=1; i<=NDWARVES-1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc=game.loc;