#define DIM(a) (sizeof(a)/sizeof(a[0]))
-/* Abstract out the encoding of words in the travel array. Gives us
- * some hope of getting to a less cryptic representation than we
- * inherited from FORTRAN, someday. To understand these, read the
- * encoding description for TRAVEL.
- */
-#define T_DESTINATION(entry) MOD(labs(entry) / 1000, 1000)
-#define T_NODWARVES(entry) labs(entry) / 1000000 == 100
-#define T_MOTION(entry) MOD(labs(entry), 1000)
-#define L_SPEAK(loc) ((loc) - 500)
-#define T_TERMINATE(entry) (T_MOTION(entry) == 1)
-
struct game_t game;
long LNLENG, LNPOSN;
continue;
/* Fill tk array with all the places this dwarf might go. */
unsigned int j = 1;
- kk = TKEY[game.dloc[i]];
+ kk = tkey[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = T_DESTINATION(TRAVEL[kk]);
+ game.newloc = T_DESTINATION(travel[kk]);
/* Have we avoided a dwarf encounter? */
bool avoided = (SPECIAL(game.newloc) ||
!INDEEP(game.newloc) ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- T_NODWARVES(TRAVEL[kk]));
+ T_NODWARVES(travel[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
++kk;
} while
- (TRAVEL[kk - 1] >= 0);
+ (!travel[kk - 1].stop);
tk[j] = game.odloc[i];
if (j >= 2)
--j;
static bool playermove(token_t verb, int motion)
{
- int scratchloc, k2, kk = TKEY[game.loc];
+ int scratchloc, k2, kk = tkey[game.loc];
game.newloc = game.loc;
if (kk == 0)
BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
- scratchloc = T_DESTINATION(TRAVEL[kk]);
+ scratchloc = T_DESTINATION(travel[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
+ if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
k2 = kk;
}
- if (TRAVEL[kk] >= 0) {
+ if (!travel[kk].stop) {
++kk; /* go to next travel entry for this location */
continue;
}
}
}
- motion = T_MOTION(TRAVEL[kk]);
- kk = TKEY[game.loc];
+ motion = travel[kk].motion;
+ kk = tkey[game.loc];
break; /* fall through to ordinary travel */
}
} else {
game.oldloc = game.loc;
}
- /* Look for a way to fulfil the motion - kk indexes the beginning
- * of the motion entries for here (game.loc). */
+ /* Look for a way to fulfil the motion verb passed in - kk indexes
+ * the beginning of the motion entries for here (game.loc). */
for (;;) {
- if (T_TERMINATE(TRAVEL[kk]) || T_MOTION(TRAVEL[kk]) == motion)
+ if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
break;
- if (TRAVEL[kk] < 0) {
+ if (travel[kk].stop) {
/* FIXME: Magic numbers! */
/* Couldn't find an entry matching the motion word passed
* in. Various messages depending on word given. */
if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
- if (verb == FIND || verb == INVENT)spk = NEARBY;
+ if (verb == FIND || verb == INVENTORY)spk = NEARBY;
if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
if (motion == 17)spk = WHICH_WAY;
rspeak(spk);
}
++kk;
}
- scratchloc = labs(TRAVEL[kk]) / 1000;
+
+ /* (ESR) We've found a destination that goes with the motion verb.
+ * Next we need to check any conditional(s) on this destination, and
+ * possibly on following entries. */
+ scratchloc = T_HIGH(travel[kk]);
do {
/*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases where we need to
- * block travel and then redo it once the blocking condition has been
- * removed.
+ * (ESR) This conditional-skip loop may have to be repeated if
+ * it includes the plover passage. Same deal for any future
+ * cases where we need to block travel and then redo it once
+ * the blocking condition has been removed.
*/
for (;;) { /* L12 loop */
for (;;) {
break;
/* else fall through */
}
+ /* handles the YAML "with" clause */
if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
break;
/* else fall through */
} else if (game.prop[motion] != game.newloc / 100 - 3)
break;
do {
- if (TRAVEL[kk] < 0)
+ if (travel[kk].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
game.newloc = MOD(scratchloc, 1000);
if (!SPECIAL(game.newloc))
return true;
- if (game.newloc <= 500) {
- game.newloc -= SPECIALBASE;
+
+ if (game.newloc > 500) {
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
+ game.newloc = game.loc;
+ return true;
+ } else {
+ game.newloc -= SPECIALBASE;
switch (game.newloc) {
case 1:
- /* Travel 301. Plover-alcove passage. Can carry only
- * emerald. Note: travel table must include "useless"
- * entries going through passage, which can never be used for
- * actual motion, but can be spotted by "go back". */
+ /* Travel 301. Plover-alcove passage. Can carry only
+ * emerald. Note: travel table must include "useless"
+ * entries going through passage, which can never be used
+ * for actual motion, but can be spotted by "go back". */
/* FIXME: Arithmetic on location numbers */
game.newloc = 99 + 100 - game.loc;
if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
}
return true;
case 2:
- /* Travel 302. Plover transport. Drop the emerald (only use
- * special travel if toting it), so he's forced to use the
- * plover-passage to get it out. Having dropped it, go back and
- * pretend he wasn't carrying it after all. */
+ /* Travel 302. Plover transport. Drop the
+ * emerald (only use special travel if toting
+ * it), so he's forced to use the plover-passage
+ * to get it out. Having dropped it, go back and
+ * pretend he wasn't carrying it after all. */
drop(EMERALD, game.loc);
do {
- if (TRAVEL[kk] < 0)
+ if (travel[kk].stop)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
++kk;
- game.newloc = labs(TRAVEL[kk]) / 1000;
+ game.newloc = T_HIGH(travel[kk]);
} while
(game.newloc == scratchloc);
scratchloc = game.newloc;
continue; /* goto L12 */
case 3:
- /* Travel 303. Troll bridge. Must be done only as special
- * motion so that dwarves won't wander across and encounter
- * the bear. (They won't follow the player there because
- * that region is forbidden to the pirate.) If
- * game.prop(TROLL)=1, he's crossed since paying, so step out
- * and block him. (standard travel entries check for
- * game.prop(TROLL)=0.) Special stuff for bear. */
+ /* Travel 303. Troll bridge. Must be done only
+ * as special motion so that dwarves won't wander
+ * across and encounter the bear. (They won't
+ * follow the player there because that region is
+ * forbidden to the pirate.) If
+ * game.prop(TROLL)=1, he's crossed since paying,
+ * so step out and block him. (standard travel
+ * entries check for game.prop(TROLL)=0.) Special
+ * stuff for bear. */
if (game.prop[TROLL] == 1) {
pspeak(TROLL,look, 1);
game.prop[TROLL] = 0;
croak();
return true;
}
+ default:
+ BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
- BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
}
break; /* Leave L12 loop */
}
} while
(false);
-
- /* Execute a speak rule */
- rspeak(L_SPEAK(game.newloc));
- game.newloc = game.loc;
- return true;
}
static bool closecheck(void)
* to get out. If he doesn't within clock2 turns, we close the cave;
* if he does try, we assume he panics, and give him a few additional
* turns to get frantic before we close. When clock2 hits zero, we
- * branch to 11000 to transport him into the final puzzle. Note that
- * the puzzle depends upon all sorts of random things. For instance,
- * there must be no water or oil, since there are beanstalks which we
- * don't want to be able to water, since the code can't handle it.
- * Also, we can have no keys, since there is a grate (having moved
- * the fixed object!) there separating him from all the treasures.
- * Most of these problems arise from the use of negative prop numbers
- * to suppress the object descriptions until he's actually moved the
- * objects. */
+ * transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no
+ * water or oil, since there are beanstalks which we don't want to be
+ * able to water, since the code can't handle it. Also, we can have
+ * no keys, since there is a grate (having moved the fixed object!)
+ * there separating him from all the treasures. Most of these
+ * problems arise from the use of negative prop numbers to suppress
+ * the object descriptions until he's actually moved the objects. */
{
if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;