#define IS_FIXED -1
#define IS_FREE 0
-/* Map a state property value to a negative range, where the object cannot be
+/* STASH map a state property value to a negative range, where the object cannot be
* picked up but the value can be recovered later. Avoid colliding with -1,
* which has its own meaning as STATE_NOTFOUND. */
-#define STASHED(obj) (-1 - game.prop[obj])
+#define PROP_STASHED(obj) (STATE_NOTFOUND - game.objects[obj].prop)
+#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
+/* Don't use this on an object wi nore thab 2 (unstashed) states */
+#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
+/* Magic number -2 allows a PROP_STASHED version of state 1 */
+#define PROP_IS_INVALID(val) (val < -2 || val > 1)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
+#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
#define PROMPT "> "
*/
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
-#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
-#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
+#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
+#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
-#define LIQUID() (game.prop[BOTTLE] == WATER_BOTTLE? WATER : game.prop[BOTTLE] == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
-#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
turn_t trnluz; // # points lost so far due to turns used
turn_t turns; // counts commands given (ignores yes/no)
char zzword[TOKLEN + 1]; // randomly generated magic word from bird
- int abbrev[NLOCATIONS + 1]; // has location been seen?
- int atloc[NLOCATIONS + 1]; // head of object linked list per location
- int dseen[NDWARVES + 1]; // true if dwarf has seen him
- loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
- loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
- loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
+ struct {
+ int abbrev; // has location been seen?
+ int atloc; // head of object linked list per location
+ } locs[NLOCATIONS + 1];
+ struct {
+ int seen; // true if dwarf has seen him
+ loc_t loc; // location of dwarves, initially hard-wired in
+ loc_t oldloc; // prior loc of each dwarf, initially garbage
+ } dwarves[NDWARVES + 1];
+ struct {
+ loc_t fixed; // fixed location of object (if not IS_FREE)
+ int prop; // object state */
+ loc_t place; // location of object
+ } objects[NOBJECTS + 1];
+ struct {
+ bool used; // hints[i].used = true iff hint i has been used.
+ int lc; // hints[i].lc = show int at LOC with cond bit i
+ } hints[NHINTS];
obj_t link[NOBJECTS * 2 + 1];// object-list links
- loc_t place[NOBJECTS + 1]; // location of object
- bool hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
- int hintlc[NHINTS]; // hintlc[i] = show int at LOC with cond bit i
- int prop[NOBJECTS + 1]; // object state array */
};
/*
extern bool yes_or_no(const char*, const char*, const char*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
-extern loc_t put(obj_t, loc_t, int);
+extern void put(obj_t, loc_t, int);
extern void carry(obj_t, loc_t);
extern void drop(obj_t, loc_t);
extern int atdwrf(loc_t);