X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=379bb53190e9d0419ea61d1d405658259df0f2e3;hb=25077d0b4eb1d6a85140c01092be7203ca64a49c;hp=b8fafeed0161bf0838b04f6e0cdfe422fcc6fc1f;hpb=9c7c23b75aefa03b41a7fb562359310e027510a9;p=open-adventure.git diff --git a/advent.h b/advent.h index b8fafee..379bb53 100644 --- a/advent.h +++ b/advent.h @@ -63,16 +63,17 @@ struct game_t { long turns; bool wzdark; /* whether the loc he's leaving was dark */ long zzword; - long abbrev[LOCSIZ + 1]; - long atloc[LOCSIZ + 1]; + bool blooded; /* has player drunk of dragon's blood? */ + long abbrev[NLOCATIONS + 1]; + long atloc[NLOCATIONS + 1]; long dseen[NDWARVES + 1]; long dloc[NDWARVES + 1]; long odloc[NDWARVES + 1]; long fixed[NOBJECTS + 1]; long link[NOBJECTS * 2 + 1]; long place[NOBJECTS + 1]; - long hinted[HINT_COUNT]; - long hintlc[HINT_COUNT]; + long hinted[NHINTS]; + long hintlc[NHINTS]; long prop[NOBJECTS + 1]; }; @@ -85,6 +86,8 @@ extern const char advent_to_ascii[]; extern FILE *logfp; extern bool oldstyle, editline, prompt; +enum speaktype {touch, look, hear, study}; + /* b is not needed for POSIX but harmless */ #define READ_MODE "rb" #define WRITE_MODE "wb" @@ -96,7 +99,7 @@ extern bool wordeq(token_t, token_t); extern bool wordempty(token_t); extern void wordclear(token_t *); extern void speak(const char*, ...); -extern void pspeak(vocab_t, int, ...); +extern void pspeak(vocab_t, enum speaktype, int, ...); extern void rspeak(vocab_t, ...); extern bool GETIN(FILE *, token_t*, token_t*, token_t*, token_t*); extern void echo_input(FILE*, char*, char*); @@ -128,25 +131,6 @@ extern int suspend(void); extern int resume(void); extern int restore(FILE *); -/* Symbols for cond bits - used by following macros */ -#define COND_LIT 0 /* Light */ -#define COND_OILY 1 /* If bit 2 is on: on for oil, off for water */ -#define COND_FLUID 2 /* Liquid asset, see bit 1 */ -#define COND_NOARRR 3 /* Pirate doesn't go here unless following */ -#define COND_NOBACK 4 /* Cannot use "back" to move away */ -/* Bits past 10 indicate areas of interest to "hint" routines */ -#define COND_HBASE 10 /* Base for location hint bits */ -#define COND_HCAVE 11 /* Trying to get into cave */ -#define COND_HBIRD 12 /* Trying to catch bird */ -#define COND_HSNAKE 13 /* Trying to deal with snake */ -#define COND_HMAZE 14 /* Lost in maze */ -#define COND_HDARK 15 /* Pondering dark room */ -#define COND_HWITT 16 /* At Witt's End */ -#define COND_HCLIFF 17 /* Cliff with urn */ -#define COND_HWOODS 18 /* Lost in forest */ -#define COND_HOGRE 19 /* Trying to deal with ogre */ -#define COND_HJADE 20 /* Found all treasures except jade */ - /* * MOD(N,M) = Arithmetic modulus * AT(OBJ) = true if on either side of two-placed object @@ -168,24 +152,18 @@ extern int restore(FILE *); #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL)) #define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE])) -#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1)) -#define CNDBIT(L,N) (TSTBIT(COND[L],N)) -#define FORCED(LOC) (COND[LOC] == 2) -#define DARK(DUMMY) ((!CNDBIT(game.loc,COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) +#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1)) +#define CNDBIT(L,N) (TSTBIT(conditions[L],N)) +#define FORCED(LOC) CNDBIT(LOC, COND_FORCED) +#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP))) #define PCT(N) (randrange(100) < (N)) #define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) -#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22) +#define FOREST(LOC) CNDBIT(LOC, COND_FOREST) #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT)) #define SPECIAL(LOC) ((LOC) > SPECIALBASE) +#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC)) -/* The following two functions were added to fix a bug (game.clock1 decremented - * while in forest). They should probably be replaced by using another - * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if - * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall - * of mists or deeper). Note special kludges for "Foof!" locs. */ - -#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4) -#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1) +#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC)) /* vocabulary items */ extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,