X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=3e208158b9594eb1a566872f2f22e7369b8fccc3;hb=8bf31a9c193e0e27966933be1a033602bbbeac00;hp=2cc2daab035627ba970c28f683e37d50c4863034;hpb=ff36dff18f30cab559a34b4b08214c3ab87491dd;p=open-adventure.git diff --git a/advent.h b/advent.h index 2cc2daa..3e20815 100644 --- a/advent.h +++ b/advent.h @@ -10,6 +10,7 @@ #define MINTRS 50 #define MAXTRS 79 #define MAXPARMS 25 +#define INVLIMIT 7 typedef struct lcg_state { @@ -134,6 +135,49 @@ extern void set_seed(long); extern unsigned long get_next_lcg_value(void); extern long randrange(long); extern void score(long); +extern int carry(long); +extern int discard(long, bool); +extern int attack(FILE *, long, long); +extern int throw(FILE *, long, long); +extern int feed(long); +extern int fill(long); + +/* Statement functions + * + * 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(DUMMY) = 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) + * LIQ(DUMMY) = object number of liquid in bottle + * LIQLOC(LOC) = object number of liquid (if any) at LOC + * PCT(N) = true N% of the time (N integer from 0 to 100) + * TOTING(OBJ) = true if the OBJ is being carried */ + +#define TOTING(OBJ) (game.place[OBJ] == -1) +#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc) +#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ)) +#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL)) +#define LIQ(DUMMY) (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,0)) && (game.prop[LAMP] == 0 || !HERE(LAMP))) +#define PCT(N) (randrange(100) < (N)) +#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH) +#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166) +#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT)) + +/* 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) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182) +#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179) /* vocabulary items */ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, @@ -145,6 +189,6 @@ extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SECT, SIGN, SNAKE, STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2, URN, VASE, VEND, VOLCAN, WATER; -/* evrything else */ -extern long I, J, K, L, SPK, V1, V2, VRSION, WD1, WD1X, WD2, WD2X; +/* everything else */ +extern long I, J, K, L, SPK, VRSION, WD1, WD1X, WD2, WD2X;