X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=3d17ec9c160b1a775eed7a777947f72086aef555;hb=ff9c73a37d898d824aa9f8ecd4b670acd84d37e7;hp=80689e3f5c14f314fdd04c0b3dd4d51e1c1bdd8b;hpb=f5ff25f52aaec53581d371c4d019af75c57fb989;p=open-adventure.git diff --git a/main.c b/main.c index 80689e3..3d17ec9 100644 --- a/main.c +++ b/main.c @@ -24,7 +24,7 @@ void autosave(void) { if (autosave_fp != NULL) { rewind(autosave_fp); - savefile(autosave_fp, /* version (auto): */0); + savefile(autosave_fp); fflush(autosave_fp); } } @@ -199,8 +199,7 @@ static bool spotted_by_pirate(int i) * that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown * it to the troll, but in that case he's seen the chest * (game.prop[CHEST] == STATE_FOUND). */ - if (game.loc == game.chloc || - game.prop[CHEST] != STATE_NOTFOUND) + if (game.loc == game.chloc || game.prop[CHEST] != STATE_NOTFOUND) return true; int snarfed = 0; bool movechest = false, robplayer = false; @@ -213,8 +212,7 @@ static bool spotted_by_pirate(int i) game.loc == objects[EMERALD].plac)) { continue; } - if (TOTING(treasure) || - HERE(treasure)) + if (TOTING(treasure) || HERE(treasure)) ++snarfed; if (TOTING(treasure)) { movechest = true; @@ -231,13 +229,13 @@ static bool spotted_by_pirate(int i) if (movechest) { move(CHEST, game.chloc); move(MESSAG, game.chloc2); - game.dloc[PIRATE] = game.chloc; - game.odloc[PIRATE] = game.chloc; - game.dseen[PIRATE] = false; + game.dwarves[PIRATE].loc = game.chloc; + game.dwarves[PIRATE].oldloc = game.chloc; + game.dwarves[PIRATE].seen = false; } else { /* You might get a hint of the pirate's presence even if the * chest doesn't move... */ - if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20)) + if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20)) rspeak(PIRATE_RUSTLES); } if (robplayer) { @@ -276,9 +274,7 @@ static bool dwarfmove(void) * steal return toll, and dwarves can't meet the bear. Also * means dwarves won't follow him into dead end in maze, but * c'est la vie. They'll wait for him outside the dead end. */ - if (game.loc == LOC_NOWHERE || - FORCED(game.loc) || - CNDBIT(game.newloc, COND_NOARRR)) + if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR)) return true; /* Dwarf activity level ratchets up */ @@ -293,22 +289,21 @@ static bool dwarfmove(void) * replace him with the alternate. */ if (game.dflag == 1) { if (!INDEEP(game.loc) || - (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || - PCT(85)))) + (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) return true; game.dflag = 2; for (int i = 1; i <= 2; i++) { int j = 1 + randrange(NDWARVES - 1); if (PCT(50)) - game.dloc[j] = 0; + game.dwarves[j].loc = 0; } /* Alternate initial loc for dwarf, in case one of them * starts out on top of the adventurer. */ for (int i = 1; i <= NDWARVES - 1; i++) { - if (game.dloc[i] == game.loc) - game.dloc[i] = DALTLC; // - game.odloc[i] = game.dloc[i]; + if (game.dwarves[i].loc == game.loc) + game.dwarves[i].loc = DALTLC; // + game.dwarves[i].oldloc = game.dwarves[i].loc; } rspeak(DWARF_RAN); drop(AXE, game.loc); @@ -325,11 +320,11 @@ static bool dwarfmove(void) attack = 0; stick = 0; for (int i = 1; i <= NDWARVES; i++) { - if (game.dloc[i] == 0) + if (game.dwarves[i].loc == 0) continue; /* Fill tk array with all the places this dwarf might go. */ unsigned int j = 1; - kk = tkey[game.dloc[i]]; + kk = tkey[game.dwarves[i].loc]; if (kk != 0) do { enum desttype_t desttype = travel[kk].desttype; @@ -339,14 +334,14 @@ static bool dwarfmove(void) continue; else if (!INDEEP(game.newloc)) continue; - else if (game.newloc == game.odloc[i]) + else if (game.newloc == game.dwarves[i].oldloc) continue; else if (j > 1 && game.newloc == tk[j - 1]) continue; else if (j >= DIM(tk) - 1) /* This can't actually happen. */ continue; // LCOV_EXCL_LINE - else if (game.newloc == game.dloc[i]) + else if (game.newloc == game.dwarves[i].loc) continue; else if (FORCED(game.newloc)) continue; @@ -357,25 +352,25 @@ static bool dwarfmove(void) tk[j++] = game.newloc; } while (!travel[kk++].stop); - tk[j] = game.odloc[i]; + tk[j] = game.dwarves[i].oldloc; if (j >= 2) --j; j = 1 + randrange(j); - game.odloc[i] = game.dloc[i]; - game.dloc[i] = tk[j]; - game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || - (game.dloc[i] == game.loc || - game.odloc[i] == game.loc); - if (!game.dseen[i]) + game.dwarves[i].oldloc = game.dwarves[i].loc; + game.dwarves[i].loc = tk[j]; + game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) || + (game.dwarves[i].loc == game.loc || + game.dwarves[i].oldloc == game.loc); + if (!game.dwarves[i].seen) continue; - game.dloc[i] = game.loc; + game.dwarves[i].loc = game.loc; if (spotted_by_pirate(i)) continue; /* This threatening little dwarf is in the room with him! */ ++game.dtotal; - if (game.odloc[i] == game.dloc[i]) { + if (game.dwarves[i].oldloc == game.dwarves[i].loc) { ++attack; - if (game.knfloc >= 0) + if (game.knfloc >= LOC_NOWHERE) game.knfloc = game.loc; if (randrange(1000) < 95 * (game.dflag - 2)) ++stick; @@ -571,8 +566,7 @@ static void playermove(int motion) /* Look for a way to fulfil the motion verb passed in - travel_entry indexes * the beginning of the motion entries for here (game.loc). */ for (;;) { - if ((travel[travel_entry].motion == HERE) || - travel[travel_entry].motion == motion) + if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion) break; if (travel[travel_entry].stop) { /* Couldn't find an entry matching the motion word passed @@ -626,14 +620,12 @@ static void playermove(int motion) if (condtype < cond_not) { /* YAML N and [pct N] conditionals */ if (condtype == cond_goto || condtype == cond_pct) { - if (condarg1 == 0 || - PCT(condarg1)) + if (condarg1 == 0 || PCT(condarg1)) break; /* else fall through */ } /* YAML [with OBJ] clause */ - else if (TOTING(condarg1) || - (condtype == cond_with && AT(condarg1))) + else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1))) break; /* else fall through to check [not OBJ STATE] */ } else if (game.prop[condarg1] != condarg2) @@ -672,8 +664,7 @@ static void playermove(int motion) game.newloc = (game.loc == LOC_PLOVER) ? LOC_ALCOVE : LOC_PLOVER; - if (game.holdng > 1 || - (game.holdng == 1 && !TOTING(EMERALD))) { + if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) { game.newloc = game.loc; rspeak(MUST_DROP); } @@ -836,8 +827,8 @@ static bool closecheck(void) game.prop[GRATE] = GRATE_CLOSED; game.prop[FISSURE] = UNBRIDGED; for (int i = 1; i <= NDWARVES; i++) { - game.dseen[i] = false; - game.dloc[i] = LOC_NOWHERE; + game.dwarves[i].seen = false; + game.dwarves[i].loc = LOC_NOWHERE; } DESTROY(TROLL); move(TROLL + NOBJECTS, IS_FREE); @@ -1053,7 +1044,7 @@ static bool do_move(void) * place) let him get out (and attacked). */ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) { for (size_t i = 1; i <= NDWARVES - 1; i++) { - if (game.odloc[i] == game.newloc && game.dseen[i]) { + if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) { game.newloc = game.loc; rspeak(DWARF_BLOCK); break;