X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=sidebyside;f=main.c;h=dd202357ba7004073ce1c51290c74110dbb1ac76;hb=db68e0097ed1bf1ebcfc7f3e9a0bdf295c537f00;hp=2248f3db51d41d7b90bfdf2df7f0aa883ab2bcd3;hpb=d891b883b9c3d3cf059d61c1fb313d7703ae8aa6;p=open-adventure.git diff --git a/main.c b/main.c index 2248f3d..dd20235 100644 --- a/main.c +++ b/main.c @@ -27,17 +27,6 @@ #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; @@ -425,7 +414,7 @@ static bool dwarfmove(void) } ++kk; } while - (travel[kk - 1] >= 0); + (!T_STOP(travel[kk - 1])); tk[j] = game.odloc[i]; if (j >= 2) --j; @@ -555,7 +544,7 @@ static bool playermove(token_t verb, int motion) if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion) k2 = kk; } - if (travel[kk] >= 0) { + if (!T_STOP(travel[kk])) { ++kk; /* go to next travel entry for this location */ continue; } @@ -600,7 +589,7 @@ static bool playermove(token_t verb, int motion) for (;;) { if (T_TERMINATE(travel[kk]) || T_MOTION(travel[kk]) == motion) break; - if (travel[kk] < 0) { + if (T_STOP(travel[kk])) { /* FIXME: Magic numbers! */ /* Couldn't find an entry matching the motion word passed * in. Various messages depending on word given. */ @@ -617,7 +606,7 @@ static bool playermove(token_t verb, int motion) } ++kk; } - scratchloc = labs(travel[kk]) / 1000; + scratchloc = T_HIGH(travel[kk]); do { /* @@ -643,10 +632,10 @@ static bool playermove(token_t verb, int motion) } else if (game.prop[motion] != game.newloc / 100 - 3) break; do { - if (travel[kk] < 0) + if (T_STOP(travel[kk])) 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; @@ -684,10 +673,10 @@ static bool playermove(token_t verb, int motion) * pretend he wasn't carrying it after all. */ drop(EMERALD, game.loc); do { - if (travel[kk] < 0) + if (T_STOP(travel[kk])) 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; @@ -747,15 +736,14 @@ 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;