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Minor refactor - create an equality function to simplify skip logic.
[open-adventure.git]
/
main.c
diff --git
a/main.c
b/main.c
index df6f9aa7dfa2ba5054b40cf3c5cd6a483971c575..98be245ebbdf1e6ea01e9be4b6bad33f55a7c86e 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-45,7
+45,6
@@
static void sig_handler(int signo)
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
* MAIN PROGRAM
*
* Adventure (rev 2: 20 treasures)
-Here's what we think. *
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
* History: Original idea & 5-treasure version (adventures) by Willie Crowther
* 15-treasure version (adventure) by Don Woods, April-June 1977
* 20-treasure version (rev 2) by Don Woods, August 1978
@@
-492,6
+491,13
@@
static void croak(void)
}
}
}
}
+static bool traveleq(long a, long b)
+/* Are two travel entries equal for purposes of skip after failed condition? */
+{
+ return (travel[a].cond == travel[b].cond)
+ && (travel[a].dest == travel[b].dest);
+}
+
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
/* Given the current location in "game.loc", and a motion verb number in
* "motion", put the new location in "game.newloc". The current loc is saved
* in "game.oldloc" in case he wants to retreat. The current
@@
-629,7
+635,7
@@
static bool playermove( int motion)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
-
(T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]
));
+
(traveleq(travel_entry, te_tmp
));
travel_entry = te_tmp;
}
travel_entry = te_tmp;
}
@@
-671,7
+677,7
@@
static bool playermove( int motion)
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
++te_tmp;
} while
-
(T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]
));
+
(traveleq(travel_entry, te_tmp
));
travel_entry = te_tmp;
continue; /* goto L12 */
case 3:
travel_entry = te_tmp;
continue; /* goto L12 */
case 3:
@@
-770,8
+776,8
@@
static bool closecheck(void)
juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] =
0
;
- game.fixed[CHAIN] =
0
;
+ game.prop[CHAIN] =
CHAIN_HEAP
;
+ game.fixed[CHAIN] =
CHAIN_HEAP
;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
rspeak(CAVE_CLOSING);
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
rspeak(CAVE_CLOSING);
@@
-873,8
+879,8
@@
static void listobjects(void)
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
- * game.prop is
1
(dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially
1
(locked to
+ * game.prop is
RUG_DRAGON
(dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially
CHAINING_BEAR
(locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
@@
-890,8
+896,10
@@
static void listobjects(void)
if (game.closed)
continue;
game.prop[obj] = 0;
if (game.closed)
continue;
game.prop[obj] = 0;
- if (obj == RUG || obj == CHAIN)
- game.prop[obj] = 1;
+ if (obj == RUG)
+ game.prop[RUG] = RUG_DRAGON;
+ if (obj == CHAIN)
+ game.prop[CHAIN] = CHAINING_BEAR;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see