#include "linenoise/linenoise.h"
#include "newdb.h"
+#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 in dungeon.c.
+ */
+#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)
+
struct game_t game;
long LNLENG, LNPOSN;
static void checkhints(void)
{
if (conditions[game.loc] >= game.conds) {
- for (int hint = 0; hint < HINT_COUNT; hint++) {
+ for (int hint = 0; hint < NHINTS; hint++) {
if (game.hinted[hint])
continue;
if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
return true;
int snarfed = 0;
bool movechest = false, robplayer = false;
- for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!object_descriptions[treasure].is_treasure)
+ continue;
/* Pirate won't take pyramid from plover room or dark
* room (too easy!). */
- if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+ if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) {
continue;
}
if (TOTING(treasure) || HERE(treasure))
}
if (robplayer) {
rspeak(PIRATE_POUNCES);
- for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (!object_descriptions[treasure].is_treasure)
+ continue;
+ if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) {
if (AT(treasure) && game.fixed[treasure] == 0)
CARRY(treasure, game.loc);
if (TOTING(treasure))
kk = KEY[game.dloc[i]];
if (kk != 0)
do {
- game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+ game.newloc = T_DESTINATION(TRAVEL[kk]);
/* 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 ||
+ j >= DIM(tk) - 1 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
(i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
- labs(TRAVEL[kk]) / 1000000 == 100);
+ T_NODWARVES(TRAVEL[kk]));
if (!avoided) {
tk[j++] = game.newloc;
}
/* "You're dead, Jim."
*
* If the current loc is zero, it means the clown got himself killed.
- * We'll allow this maxdie times. maximum_deaths is automatically set based
+ * We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
* a message (81, 83, etc.) which offers reincarnation; if accepted,
* this results in message 82, 84, etc. The last time, if he wants
* death and exit. */
rspeak(DEATH_CLOSING);
terminate(endgame);
- } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+ } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
terminate(endgame);
else {
game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
- scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+ scratchloc = T_DESTINATION(TRAVEL[kk]);
if (scratchloc != motion) {
if (!SPECIAL(scratchloc)) {
- if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
+ if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion)
k2 = kk;
}
if (TRAVEL[kk] >= 0) {
}
}
- motion = MOD(labs(TRAVEL[kk]), 1000);
+ motion = T_MOTION(TRAVEL[kk]);
kk = KEY[game.loc];
break; /* fall through to ordinary travel */
}
game.prop[TROLL] = 0;
MOVE(TROLL2, 0);
MOVE(TROLL2 + NOBJECTS, 0);
- MOVE(TROLL, PLAC[TROLL]);
- MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+ MOVE(TROLL, object_descriptions[TROLL].plac);
+ MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd);
JUGGLE(CHASM);
game.newloc = game.loc;
return true;
} else {
- game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+ game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc;
if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
if (!TOTING(BEAR)) return true;
rspeak(BRIDGE_COLLAPSE);
}
} while
(false);
- /* FIXME: Arithmetic on location number, becoming a message number */
- rspeak(game.newloc - 500);
+
+ /* Execute a speak rule */
+ rspeak(L_SPEAK(game.newloc));
game.newloc = game.loc;
return true;
}
* to suppress the object descriptions until he's actually moved the
* objects. */
{
- if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
+ if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
--game.clock1;
/* When the first warning comes, we lock the grate, destroy
}
MOVE(TROLL, 0);
MOVE(TROLL + NOBJECTS, 0);
- MOVE(TROLL2, PLAC[TROLL]);
- MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
+ MOVE(TROLL2, object_descriptions[TROLL].plac);
+ MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd);
JUGGLE(CHASM);
if (game.prop[BEAR] != 3)DESTROY(BEAR);
game.prop[CHAIN] = 0;
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */
- for (int i = 0; i < turn_threshold_count; ++i)
+ for (int i = 0; i < NTHRESHOLDS; ++i)
{
if (game.turns == turn_thresholds[i].threshold + 1)
{