X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=advent.h;h=b79229a6827b6c51cf0d52edc705685a9a74c8b9;hb=894ac28186ce52c2e42c6b425073f54601ca02d5;hp=dc81ed5fd55b6e9c625bfc281493ffc4c441f243;hpb=e7dc3eab5d7eb798199e59081e846582af7205a7;p=open-adventure.git diff --git a/advent.h b/advent.h index dc81ed5..b79229a 100644 --- a/advent.h +++ b/advent.h @@ -17,7 +17,7 @@ #define NDWARVES 6 // number of dwarves #define PIRATE NDWARVES // must be NDWARVES-1 when zero-origin #define DALTLC LOC_NUGGET // alternate dwarf location -#define INVLIMIT 7 // inverntory limit (№ of objects) +#define INVLIMIT 7 // inventory limit (№ of objects) #define INTRANSITIVE -1 // illegal object number #define GAMELIMIT 330 // base limit of turns #define NOVICELIMIT 1000 // limit of turns for novice @@ -46,18 +46,24 @@ #define STASHED(obj) (-1 - game.prop[obj]) /* + * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE * MOD(N,M) = Arithmetic modulus + * TOTING(OBJ) = true if the OBJ is being carried * AT(OBJ) = true if on either side of two-placed object - * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) - * DARK(LOC) = true if location "LOC" is dark - * FORCED(LOC) = true if LOC moves without asking for input (COND=2) - * FOREST(LOC) = true if LOC is part of the forest - * GSTONE(OBJ) = true if OBJ is a gemstone * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried) + * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit) * LIQUID() = object number of liquid in bottle * LIQLOC(LOC) = object number of liquid (if any) at LOC + * FORCED(LOC) = true if LOC moves without asking for input (COND=2) + * DARK(LOC) = true if location "LOC" is dark * PCT(N) = true N% of the time (N integer from 0 to 100) - * TOTING(OBJ) = true if the OBJ is being carried */ + * GSTONE(OBJ) = true if OBJ is a gemstone + * FOREST(LOC) = true if LOC is part of the forest + * OUTSID(LOC) = true if location not in the cave + * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game + * INDEEP(LOC) = true if location is in the Hall of Mists or deeper + * BUG(X) = report bug and exit + */ #define DESTROY(N) move(N, LOC_NOWHERE) #define MOD(N,M) ((N) % (M)) #define TOTING(OBJ) (game.place[OBJ] == CARRIED)