X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=main.c;h=6ef13815181f9b201a0f7d4d7ed1432e5012bb04;hb=0c54875118e83f45a0c2e01f2daf9c199e62314d;hp=069c8651c808ea312a150a4b9246713226a7a52a;hpb=c3a2816821512b59a09866a594a9bec699193271;p=open-adventure.git diff --git a/main.c b/main.c index 069c865..6ef1381 100644 --- a/main.c +++ b/main.c @@ -25,6 +25,18 @@ #include "linenoise/linenoise.h" #include "newdb.h" +#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 in dungeon.c. + */ +#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) + struct game_t game; long LNLENG, LNPOSN; @@ -294,7 +306,7 @@ static bool spotted_by_pirate(int i) continue; /* Pirate won't take pyramid from plover room or dark * room (too easy!). */ - if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) { + if (treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac)) { continue; } if (TOTING(treasure) || HERE(treasure)) @@ -328,7 +340,7 @@ static bool spotted_by_pirate(int i) for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (!object_descriptions[treasure].is_treasure) continue; - if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) { + if (!(treasure == PYRAMID && (game.loc == object_descriptions[PYRAMID].plac || game.loc == object_descriptions[EMERALD].plac))) { if (AT(treasure) && game.fixed[treasure] == 0) CARRY(treasure, game.loc); if (TOTING(treasure)) @@ -408,17 +420,17 @@ static bool dwarfmove(void) kk = KEY[game.dloc[i]]; if (kk != 0) do { - game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000); + game.newloc = T_DESTINATION(TRAVEL[kk]); /* Have we avoided a dwarf encounter? */ bool avoided = (SPECIAL(game.newloc) || !INDEEP(game.newloc) || game.newloc == game.odloc[i] || (j > 1 && game.newloc == tk[j - 1]) || - j >= 20 || + j >= DIM(tk) - 1 || game.newloc == game.dloc[i] || FORCED(game.newloc) || (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) || - labs(TRAVEL[kk]) / 1000000 == 100); + T_NODWARVES(TRAVEL[kk])); if (!avoided) { tk[j++] = game.newloc; } @@ -548,10 +560,10 @@ static bool playermove(token_t verb, int motion) if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN; if (k2 == 0) { for (;;) { - scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000); + scratchloc = T_DESTINATION(TRAVEL[kk]); if (scratchloc != motion) { if (!SPECIAL(scratchloc)) { - if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion) + if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[KEY[scratchloc]]) == motion) k2 = kk; } if (TRAVEL[kk] >= 0) { @@ -565,7 +577,7 @@ static bool playermove(token_t verb, int motion) } } - motion = MOD(labs(TRAVEL[kk]), 1000); + motion = T_MOTION(TRAVEL[kk]); kk = KEY[game.loc]; break; /* fall through to ordinary travel */ } @@ -695,13 +707,13 @@ static bool playermove(token_t verb, int motion) game.prop[TROLL] = 0; MOVE(TROLL2, 0); MOVE(TROLL2 + NOBJECTS, 0); - MOVE(TROLL, PLAC[TROLL]); - MOVE(TROLL + NOBJECTS, FIXD[TROLL]); + MOVE(TROLL, object_descriptions[TROLL].plac); + MOVE(TROLL + NOBJECTS, object_descriptions[TROLL].fixd); JUGGLE(CHASM); game.newloc = game.loc; return true; } else { - game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc; + game.newloc = object_descriptions[TROLL].plac + object_descriptions[TROLL].fixd - game.loc; if (game.prop[TROLL] == 0)game.prop[TROLL] = 1; if (!TOTING(BEAR)) return true; rspeak(BRIDGE_COLLAPSE); @@ -721,8 +733,9 @@ static bool playermove(token_t verb, int motion) } } while (false); - /* FIXME: Arithmetic on location number, becoming a message number */ - rspeak(game.newloc - 500); + + /* Execute a speak rule */ + rspeak(L_SPEAK(game.newloc)); game.newloc = game.loc; return true; } @@ -748,7 +761,7 @@ static bool closecheck(void) * to suppress the object descriptions until he's actually moved the * objects. */ { - if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33) + if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) --game.clock1; /* When the first warning comes, we lock the grate, destroy @@ -773,8 +786,8 @@ static bool closecheck(void) } MOVE(TROLL, 0); MOVE(TROLL + NOBJECTS, 0); - MOVE(TROLL2, PLAC[TROLL]); - MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]); + MOVE(TROLL2, object_descriptions[TROLL].plac); + MOVE(TROLL2 + NOBJECTS, object_descriptions[TROLL].fixd); JUGGLE(CHASM); if (game.prop[BEAR] != 3)DESTROY(BEAR); game.prop[CHAIN] = 0;